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		<id>http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89132</id>
		<title>Princess World—Frontier Kingdoms (FiD)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89132"/>
		<updated>2026-03-27T13:00:10Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Imports from PDF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: right; clear: right; width: 250px; font-size: 100%; background: #fff; border: none; margin: 0; margin-bottom: 0.2em; margin-left: 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:FiD-logo.png|250px|Fox in the Dark logo&lt;br /&gt;
rect 0 0 2500 852  [[Fox in the Dark]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[User:Starfox|Starfox]]&#039;s Blades in the Dark fan page&lt;br /&gt;
|}&lt;br /&gt;
For use on [[Fox in the Dark]] pages. The image links to the start page. Pages with this template are added to the [[:Category:Fox in the Dark|Fox in the Dark]] category.&lt;br /&gt;
[[Category:Game templates|Fox in the Dark]]&lt;br /&gt;
{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
— [[Courts_(PW)|Courts]]&lt;br /&gt;
— [[Glossary (IB) (FiD)|Glossary]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
&#039;&#039;&#039;Attributes &amp;lt;br&amp;gt;&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
* [[Actions (PW)#Lofty|Lofty]]&lt;br /&gt;
* [[Actions (PW)#Flowing|Flowing]]&lt;br /&gt;
* [[Actions (PW)#Supple|Supple]]&lt;br /&gt;
* [[Actions (PW)#Solid|Solid]]&lt;br /&gt;
[[Actions (PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Actions (PW)#Flash|Flash]]&lt;br /&gt;
* [[Actions (PW)#Swift|Swift]]&lt;br /&gt;
* [[Actions (PW)#Grace|Grace]]&lt;br /&gt;
* [[Actions (PW)#Pulse|Pulse]]&lt;br /&gt;
[[Actions (PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Actions (PW)#Stylish|Stylish]]&lt;br /&gt;
* [[Actions (PW)#Chatty|Chatty]]&lt;br /&gt;
* [[Actions (PW)#Foxy|Foxy]]&lt;br /&gt;
* [[Actions (PW)#Tender|Tender]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courts &amp;lt;br&amp;gt;&lt;br /&gt;
[[Courts_(PW)#Insight|Insight]] &lt;br /&gt;
* [[Courts_(PW)#Caller|Caller]]&lt;br /&gt;
* [[Courts_(PW)#Witch|Witch]]&lt;br /&gt;
[[Courts_(PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Courts_(PW)#Knight|Knight]]&lt;br /&gt;
* [[Courts_(PW)#Dancer|Dancer]]&lt;br /&gt;
[[Courts_(PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Courts_(PW)#Diva|Diva]]&lt;br /&gt;
* [[Courts_(PW)#Darling|Darling]]&lt;br /&gt;
[[Courts_(PW)#Errant|Errant]]&lt;br /&gt;
* [[Courts_(PW)#Wildheart|Wildheart]]&lt;br /&gt;
* [[Courts_(PW)#Artificer|Artificer]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Coteries&lt;br /&gt;
# &#039;&#039;&#039;[[Cabal (FiD)|Cabal]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cartel (FiD)|Cartel]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cult (FiD)|Cult]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Delvers (FiD)|Delvers ]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Glimmers (FiD)|Glimmers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Manhunters (FiD)|Manhunters]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Soldiers (FiD)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Travelers (FiD)|Travelers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Troupe (FiD)|Troupe]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Wardens (FiD)|Wardens]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Specifics ==&lt;br /&gt;
* [[Princess Character Creation (PW)|Princess Character Creation]]&lt;br /&gt;
* [[Kingdom Creation &amp;amp; Growth (PW)|Kingdom Creation &amp;amp; Growth]]&lt;br /&gt;
* [[Princess Abilities (PW)|Princess Abilities]]&lt;br /&gt;
* [[Gameplay (PW)|Gameplay]]&lt;br /&gt;
* [[Environment (PW)|Environment]]&lt;br /&gt;
* [[Adventures (PW)|Adventures]]&lt;br /&gt;
* [[Downtime (PW)|Downtime]]&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
* [[Princess Academy (PW)|Princess Academy]]&lt;br /&gt;
&lt;br /&gt;
== Campaign == &lt;br /&gt;
* [[Log (BiD)| Log]]&lt;br /&gt;
* [[Factions (BiD)| Factions]]&lt;br /&gt;
&lt;br /&gt;
=== Kingdoms ===&lt;br /&gt;
==== Nutopia ====&lt;br /&gt;
: [[Nagalila, the Boa Princess (PW)|Nagalila, the Boa Princess]]&lt;br /&gt;
: [[Clover the Bunny Princess (PW)|Clover, the Bunny Princess]]&lt;br /&gt;
: [[Claire Princess of Chains (PW)|Claire, Princess of Chains]]&lt;br /&gt;
: [[Lila the Lost Princess (PW)|Lila the Lost Princess]]&lt;br /&gt;
&lt;br /&gt;
==== Bonsai Garden ====&lt;br /&gt;
:[[Arietta Princess of Bonsai (FiD)|Arietta Princess of Bonsai]]&lt;br /&gt;
:[[Sakura Princess of Cherry Flowers (FiD)|Sakura Princess of Cherry Flowers]]&lt;br /&gt;
:[[Granny Poppy, Princess of Knitting (FiD)|Granny Poppy, Princess of Knitting, Faction Representative for the Guidance Collective]] &lt;br /&gt;
:[[Clarity Shoal, Princess of Piranhas (FiD)|Clarity Shoal, Princess of Piranhas. Faction Representative for the Sparkle Union]]&lt;br /&gt;
&lt;br /&gt;
==== Dance Academy ====&lt;br /&gt;
:[[Grace Princess of Grace (FiD)|Grace Princess of Grace]]&lt;br /&gt;
:[[Hussar Princess of Sabers (FiD)|Hussar Princess of Sabers]]&lt;br /&gt;
:[[Tutu Princess of Ballet (FiD)|Tutu Princess of Ballet]]&lt;br /&gt;
&lt;br /&gt;
:[[Celeste Princess of Stars (FiD)|Celeste Princess of Stars]]&lt;br /&gt;
&lt;br /&gt;
==== Tinker Tavern ====&lt;br /&gt;
: [[Princess Aurora, Princess of Clockwork (FiD)|Princess Aurora, Princess of Clockwork]]&lt;br /&gt;
: [[Princess Luna, Princess of Alchemy (FiD)|Princess Luna, Princess of Alchemy]]&lt;br /&gt;
: [[Princess Ember, Princess of Blacksmithing (FiD|Princess Ember, Princess of Blacksmithing]]&lt;br /&gt;
: [[Princess Ivy, Princess of Herbalism (FiD)|Princess Ivy, Princess of Herbalism]]&lt;br /&gt;
&lt;br /&gt;
== Blades Action Conversion ==&lt;br /&gt;
* [[Aspect to Action (FiD)|Aspect to Action]]&lt;br /&gt;
* [[Princess Abilities Blades (FiD)|Princess Abilities Blades]]&lt;br /&gt;
* [[Actions (PW)|Actions]]&lt;br /&gt;
* [[Courts (PW)|Courts]]&lt;br /&gt;
&lt;br /&gt;
=== Old Stuff ===&lt;br /&gt;
* [[Princess Special Abilities (FiD)|Special Abilities]]&lt;br /&gt;
&lt;br /&gt;
=== Imports from PDF ===&lt;br /&gt;
This is copy-pasted form the PDF, with minimal formatting.&lt;br /&gt;
* [[Characters (PW)|Characters]] Page 2-30&lt;br /&gt;
* [[Kingdom Creation &amp;amp; Growth PDF (PW)|Kingdom Creation &amp;amp; Growth]] Page 31-53&lt;br /&gt;
* [[Playing the Game (PW)|Playing the Game]] Page 54-102&lt;br /&gt;
* [[Dictionary (PW)|Dictionary]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.dropbox.com/home/Games/Blades%20in%20the%20dark/Princess%20World%20-%20Frontier%20Kingdoms Princess Kingdoms@DropBox]&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Kingdom_Creation_%26_Growth_PDF_(PW)&amp;diff=89131</id>
		<title>Kingdom Creation &amp; Growth PDF (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Kingdom_Creation_%26_Growth_PDF_(PW)&amp;diff=89131"/>
		<updated>2026-03-27T13:00:00Z</updated>

		<summary type="html">&lt;p&gt;Starfox: Created page with &amp;quot;{{PW}}{{FiD}}{{tocright}}  == Kingdom Creation &amp;amp; Growth ==  === Patron Faction === Your kingdom was sponsored by one of the many factions of Princess World. They are your patron. See the Factions section (page 48) for details. (And if you want a lot more information on the various factions of Princess World, see Sourcebook #1: Frontier Society.) Choose one and mark them as +1 relations. However, one of the other factions was opposed to the creation of your frontier kingd...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{FiD}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
== Kingdom Creation &amp;amp; Growth ==&lt;br /&gt;
&lt;br /&gt;
=== Patron Faction ===&lt;br /&gt;
Your kingdom was sponsored by one of the many factions of Princess World.&lt;br /&gt;
They are your patron. See the Factions section (page 48) for details. (And if&lt;br /&gt;
you want a lot more information on the various factions of Princess World,&lt;br /&gt;
see Sourcebook #1: Frontier Society.) Choose one and mark them as +1&lt;br /&gt;
relations. However, one of the other factions was opposed to the creation of&lt;br /&gt;
your frontier kingdom. Mark them as -1.&lt;br /&gt;
If you choose to, you may be particularly favoured by your patron faction.&lt;br /&gt;
Raise relations to +2. However, members of another faction are not happy&lt;br /&gt;
about this attention. Choose which faction this is and reduce relations by -1.&lt;br /&gt;
If you&#039;re having trouble choosing a patron, think about what focus you want&lt;br /&gt;
your kingdom to have. Monster Hunters could be aligned with the Hunter&lt;br /&gt;
Guild, Exploration Unlimited, or maybe Speculation Wildhearts or even the&lt;br /&gt;
Silver Masks. Treasure Hunters could be with the Noble Traders or the&lt;br /&gt;
Luxury Seekers. Of course, you don&#039;t have to have a patron that exactly&lt;br /&gt;
meshes with your kingdom&#039;s focus. You could be Magic Researchers aligned&lt;br /&gt;
with the Silver Masks, expected to make discoveries that could aid in their&lt;br /&gt;
elite elemental hunting activities. You could be Wild Claimers aligned with&lt;br /&gt;
Afternoon Tea Time, expected to provide treats and possibly even facilities&lt;br /&gt;
for their legendary parties. Or maybe you want to be independent, just a&lt;br /&gt;
group of princesses striking it out on their own without interest in faction&lt;br /&gt;
politics, in which case the casual freedom (and almost complete lack of&lt;br /&gt;
resources and influence) of the Sparkle Union might be suitable. Your chosen patron could also hint at the kind of things you&#039;ll encounter in the nearby&lt;br /&gt;
wild lands. If you&#039;ve been sponsored by the Universal Librarians you might&lt;br /&gt;
expect there to be a few rogue libraries in the area. If the Hunter Guild is&lt;br /&gt;
backing your kingdom, expect monsters and elementals.&lt;br /&gt;
As for the opposing faction, choose whichever you feel clashes most with&lt;br /&gt;
your kingdom&#039;s focus—or just one that rubs you the wrong way.&lt;br /&gt;
For more details on the factions of Princess World, see the first Frontier&lt;br /&gt;
Kingdoms sourcebook, Frontier Society.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Focus ===&lt;br /&gt;
A kingdom&#039;s focus is its founding intent, and will determine its direction and&lt;br /&gt;
bonus XP trigger:&lt;br /&gt;
* Monster Hunters: The kingdom is focused on fighting elementals and&lt;br /&gt;
monsters. Earn bonus XP if a significant threat is defeated or a worthy prey&lt;br /&gt;
hunted.&lt;br /&gt;
* Treasure Guardians: The kingdom is focused on exploring and looting the&lt;br /&gt;
wild lands. Earn bonus XP if a new location is explored, and if something&lt;br /&gt;
valuable is acquired.&lt;br /&gt;
* Magic Researchers: The kingdom is focused on acquiring relics for the purpose of study, as well as researching magical phenomenon. Earn bonus&lt;br /&gt;
XP if a magical relic is acquired and if a report is submitted.&lt;br /&gt;
* Wild Claimers: The kingdom is focused on becoming solid, stable, and&lt;br /&gt;
prosperous. Earn bonus XP if the border shields are strong, and if significant&lt;br /&gt;
progress is made towards expanding the borders or developing the kingdom.&lt;br /&gt;
* Social Climbers: The kingdom is focused on building its reputation via social&lt;br /&gt;
interactions and parties. Earn bonus XP if you have +3 relations with at least&lt;br /&gt;
one faction, and if relations with a faction or kingdom are improved.&lt;br /&gt;
&lt;br /&gt;
Players can discuss what kind of kingdom they want to be, what activities&lt;br /&gt;
they&#039;re most interested in, and how they see the kingdom expanding in the&lt;br /&gt;
future. It&#039;s best if everyone&#039;s excited about the kingdom, so pick a focus that&lt;br /&gt;
you all feel good about.&lt;br /&gt;
&lt;br /&gt;
Focus may be changed later, if all princesses agree, at the cost of 4 Standing.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Terrain &amp;amp; Castle ===&lt;br /&gt;
Newly claimed frontier kingdoms occupy a relatively small area, around four&lt;br /&gt;
hectares in size, claimed and solidified from the wild lands. The terrain can&lt;br /&gt;
be just about anything. Is your kingdom mostly forests, grassy plains, crystals,&lt;br /&gt;
candy? Is it fantasy-cliché pretty, volcanic, floating on clouds, really really&lt;br /&gt;
spiky? Is there a reason it&#039;s like this? How about the established kingdom it&lt;br /&gt;
borders? Is there a stark divide between your kingdom and the nearby wild&lt;br /&gt;
lands, or more of a gradual change?&lt;br /&gt;
You&#039;ll also have a modest starting castle. It&#039;s not going to be very impressive,&lt;br /&gt;
but it&#039;s yours. Princess World is full of echoes of ideas and shapes and forms&lt;br /&gt;
from other worlds, so go ahead and make it the (tiny, janky) castle of your&lt;br /&gt;
dreams. Alternately, it could be a newly built basic castle of a standard design.&lt;br /&gt;
Ask questions like, do you all have your own rooms or do you have to share?&lt;br /&gt;
Is there a common area? Where do you gather to plan things? Is there a place&lt;br /&gt;
for your subjects to come see you? What does it look like from the outside?&lt;br /&gt;
What can you see when you look out the highest window? Does it have any&lt;br /&gt;
special features?&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Attributes ===&lt;br /&gt;
Generally, the kingdom a group of princesses begin with will be newly&lt;br /&gt;
stabilised, tiny, and undeveloped. At the GM&#039;s discretion the princesses may&lt;br /&gt;
begin with a larger more developed kingdom, or they may begin by helping&lt;br /&gt;
out with an already established kingdom, perhaps hoping to eventually be&lt;br /&gt;
given responsibility over one of their own. In any case a basic starting&lt;br /&gt;
kingdom will have the following attributes:&lt;br /&gt;
&lt;br /&gt;
:Tier: 0 &lt;br /&gt;
:Treasure: 2 &lt;br /&gt;
:Chaos: 0&lt;br /&gt;
:Land: 1 &lt;br /&gt;
:Standing: 0 &lt;br /&gt;
:Wild: 1&lt;br /&gt;
:Shield: 1 (stable) XP: 0&lt;br /&gt;
&lt;br /&gt;
Tier represents the overall strength and influence of the kingdom and its&lt;br /&gt;
princesses. It&#039;s used when making action rolls against threats, representatives&lt;br /&gt;
of factions, other kingdoms, and so on.&lt;br /&gt;
&lt;br /&gt;
Land represents the size of the kingdom; the amount of wild land that has&lt;br /&gt;
been claimed, stabilised, and enclosed by the kingdom&#039;s border shields.&lt;br /&gt;
Kingdoms may have four improvements per point of Land, and a number of&lt;br /&gt;
subject groups equal to Land +1.&lt;br /&gt;
&lt;br /&gt;
Shield represents the strength and quality of the kingdom&#039;s protective border&lt;br /&gt;
shields. If Shield is equal to Land, the kingdom&#039;s shields are &#039;stable&#039;. If Shield&lt;br /&gt;
is higher than Land, the kingdom&#039;s shields are &#039;strong&#039;. If Shield is half that&lt;br /&gt;
of Land, the kingdom&#039;s shields are &#039;weak&#039;. Shield strength influences Chaos&lt;br /&gt;
Sets The Stage rolls (see pg 67 for details). If Shield ever falls below half of&lt;br /&gt;
the kingdom&#039;s Land then the border shields are in critical danger of failing.&lt;br /&gt;
Unless immediate action is taken the kingdom will fall.&lt;br /&gt;
&lt;br /&gt;
Treasure represents the valuables and tradeable resources the kingdom holds&lt;br /&gt;
in its vault. Without improvements, a kingdom can hold a maximum of eight&lt;br /&gt;
Treasure.&lt;br /&gt;
&lt;br /&gt;
Standing represents the kingdom&#039;s reputation and political capital. It&#039;s&lt;br /&gt;
important for advancing Tier, and can be useful at parties or for social&lt;br /&gt;
actions. Standing cannot rise higher than 12.&lt;br /&gt;
XP represents the ongoing progression of the kingdom, both internally due&lt;br /&gt;
to the everyday improvements and maintenances made by its princesses, and&lt;br /&gt;
externally as factions take notice and contribute to its development. When a&lt;br /&gt;
kingdom&#039;s XP reaches ten it resets to zero, and two points worth of&lt;br /&gt;
improvements, a new boon, or a new subject group may be added to the&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos represents the amount of uncontrolled wild magic within and around&lt;br /&gt;
the kingdom. Many things can raise this. If Chaos reaches ten then it resets&lt;br /&gt;
to zero and Wild is raised by one.&lt;br /&gt;
&lt;br /&gt;
Wild represents how dangerous and chaotic the wild lands near the kingdom&lt;br /&gt;
have become. It&#039;s a measure of how dangerous and weird things are out there.&lt;br /&gt;
Elementals and groups of monsters in the wild lands will use this value as&lt;br /&gt;
their Tier, by default.&lt;br /&gt;
&lt;br /&gt;
=== Know Your Neighbours ===&lt;br /&gt;
Your kingdom will have two slightly more established frontier kingdoms&lt;br /&gt;
nearby, both Tier 1. Write down the names of your neighbouring kingdoms,&lt;br /&gt;
marking +1 relations for one and -1 for the other. Ask questions like, what&lt;br /&gt;
are their kingdoms like? Are their focuses the same as yours, or different?&lt;br /&gt;
Who are the princesses in these kingdoms? Why did you get on with one of&lt;br /&gt;
the kingdoms? What did you do to make the other kingdom mad at you?&lt;br /&gt;
Have you even met them yet, or are they just biased towards or against you?&lt;br /&gt;
What factions are they aligned with? Is one of them aligned with your&lt;br /&gt;
opposing faction?&lt;br /&gt;
&lt;br /&gt;
There&#039;s also the controlled land kingdom you share a border with; your&lt;br /&gt;
connection with more stable and civilised lands. Write down the kingdom&#039;s&lt;br /&gt;
name, note it as Tier 2, and roll fortune. 1-3: -1 relations, 4/5: 0 relations, 6:&lt;br /&gt;
+1 relations. Ask questions like, how does this kingdom feel about your&lt;br /&gt;
presence? Do they like having you there, as a sort of shield against the wild&lt;br /&gt;
lands? What faction supports them? Did they freely give permission for your&lt;br /&gt;
kingdom to be founded, or did they have to be coerced in some way? What&lt;br /&gt;
kind of support could they offer your kingdom? Is there anything they need&lt;br /&gt;
or want? What struck you as odd about them? What aspect of their kingdom&lt;br /&gt;
are you jealous of? Do your frontier kingdom neighbours also share a border&lt;br /&gt;
with this kingdom?&lt;br /&gt;
&lt;br /&gt;
Finally, there&#039;s the interest of elementals and monsters in your kingdom—&lt;br /&gt;
mostly as a tasty source of delicious refined princess magic. Write down&lt;br /&gt;
Elementals &amp;amp; Monsters and put 0 beside it. To begin with, your kingdom is&lt;br /&gt;
small and unpowerful, not of especial interest.&lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
The general mood between the player princesses&#039; kingdom and other groups,&lt;br /&gt;
mostly factions and other kingdoms. If it&#039;s a positive number then that group&lt;br /&gt;
views your kingdom favourably. If it&#039;s a negative number then that group has&lt;br /&gt;
a problem with you. Otherwise you&#039;re either not on that group&#039;s radar or they&lt;br /&gt;
don&#039;t have any opinion about you one way or the other.&lt;br /&gt;
&lt;br /&gt;
Relations often affect social actions. Increase or decrease effect by your&lt;br /&gt;
relations with the group. For example, if your kingdom is Tier 0 and you&#039;re&lt;br /&gt;
asking for help from a Tier 1 faction then you&#039;ll be at limited effect to begin&lt;br /&gt;
with. If you have +1 relations with that faction then you increase effect by&lt;br /&gt;
one level, bringing you up to standard effect. If you have -1 relations then&lt;br /&gt;
decrease effect by one level, taking you down to no effect.&lt;br /&gt;
&lt;br /&gt;
=== Relations Clocks ===&lt;br /&gt;
For each faction or kingdom with an interest in this area, create a six segment&lt;br /&gt;
clock. Ticks may be added to this clock by social actions such as Reaching&lt;br /&gt;
Out (see the Free Time section on page 89 for details), doing favours for that&lt;br /&gt;
group, making a good impression at parties, and so forth. If the clock is filled,&lt;br /&gt;
increase relations with that group by +1 and reset the clock to zero. It&#039;s up to&lt;br /&gt;
the GM to decide when relations decrease. It might be via a competing&lt;br /&gt;
clock, or it might just be an immediate consequence of your actions.&lt;br /&gt;
Damaging relations tends to be easier than building them, unfortunately.&lt;br /&gt;
&lt;br /&gt;
For Elementals &amp;amp; Monsters, create a ten segment clock with five segments&lt;br /&gt;
filled in. See the Elementals &amp;amp; Monsters section in Ending The Session (pg&lt;br /&gt;
100) for more details on this special relations clock.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Improvements ===&lt;br /&gt;
Each new frontier kingdom begins with two improvements. If the princesses&lt;br /&gt;
and GM agree then a faction (other than your patron) helped you get one of&lt;br /&gt;
the improvements. Write down which faction it was and add +1 to relations,&lt;br /&gt;
because they like you. However, the other improvement was at the expense of&lt;br /&gt;
one of your neighbouring kingdoms, or otherwise displeases them. Reduce&lt;br /&gt;
relations with either that kingdom or their patron faction by -1.&lt;br /&gt;
&lt;br /&gt;
Kingdoms may have four points worth of improvements per Land.&lt;br /&gt;
Improvement slots earned via kingdom XP may be reserved until enough&lt;br /&gt;
Land has been secured to use them.&lt;br /&gt;
&lt;br /&gt;
Unless specifically noted, each improvement may only be taken once.&lt;br /&gt;
&lt;br /&gt;
==== Example Buildings &amp;amp; Facilities ====&lt;br /&gt;
Fitness: Gym, sports shop, dojo, athletic field.&lt;br /&gt;
Wit: Library, planetarium, bookshop, school.&lt;br /&gt;
Charm: Bakery, tailor, dance hall, café.&lt;br /&gt;
Whimsy: Gardens, zoo, atelier, circus.&lt;br /&gt;
&lt;br /&gt;
==== Custom Improvements &amp;amp; Boons ====&lt;br /&gt;
It&#039;s up to the GM as to what is allowed. Often an existing improvement or&lt;br /&gt;
boon can be modified to fit what the princesses want. For example, if the&lt;br /&gt;
princesses want to be monster hunting experts then the GM could modify&lt;br /&gt;
the &#039;Elemental Experts&#039; boon to be &#039;Monster Experts&#039; instead, giving the&lt;br /&gt;
princesses +1d and increased effect on all actions regarding or involving&lt;br /&gt;
monsters.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Boons ===&lt;br /&gt;
Each new frontier kingdom begins with one boon. Kingdoms may have any&lt;br /&gt;
number of boons, unrestricted by Land or other factors.&lt;br /&gt;
Each boon may only be taken once, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
==== Aesthetics Are Also Important ====&lt;br /&gt;
When choosing an improvement or boon take a little time to talk about what&lt;br /&gt;
form it takes and how your kingdom built or acquired it. In Princess World&lt;br /&gt;
there&#039;s often an overlap between mundane and magical construction, and&lt;br /&gt;
princesses are usually happy to add their own cosmetic flair to buildings and&lt;br /&gt;
such. Maybe a group ventured into the wild lands, hunting and capturing a&lt;br /&gt;
rogue building and dragging it back to the kingdom, where the princesses&lt;br /&gt;
stabilised it into something usable. Maybe it was delivered from the&lt;br /&gt;
kingdom&#039;s patron as a gift box that explodes into the improvement when&lt;br /&gt;
opened. Or maybe the subjects and princesses just worked together to build&lt;br /&gt;
it out of what materials were at hand.&lt;br /&gt;
&lt;br /&gt;
If the princesses want something in their kingdom to give them a mechanical&lt;br /&gt;
benefit, for example if they have a bakery and feel like it could be earning&lt;br /&gt;
Treasure, see if a boon or improvement could represent this. Maybe they&lt;br /&gt;
could take the Trade Freedom boon, which represents not just the profit from&lt;br /&gt;
the bakery but also the contacts made and gossip heard through customers.&lt;br /&gt;
&lt;br /&gt;
=== List Of Kingdom Improvements ===&lt;br /&gt;
Special Supplies: Each PC can use one quality item per kingdom affair,&lt;br /&gt;
without paying prep. The quality of the item is equal to the kingdom&#039;s Tier.&lt;br /&gt;
Once Per Day: Each PC can use one quality magic per kingdom affair,&lt;br /&gt;
without paying prep.&lt;br /&gt;
&lt;br /&gt;
Skilled Subjects: Choose Fitness, Wit, Charm, or Whimsy. All of your&lt;br /&gt;
subjects with this trait are especially skilled and have facilities and equipment&lt;br /&gt;
to match, adding +1 quality. You may take this improvement once for each&lt;br /&gt;
trait.&lt;br /&gt;
&lt;br /&gt;
Mastery: Your kingdom has facilities that allow princesses to increase their&lt;br /&gt;
aspects to master level (four dots). Each core trait requires a separate&lt;br /&gt;
improvement to unlock master level for its aspects.&lt;br /&gt;
&lt;br /&gt;
Local Expert: Your kingdom is home to an expert, with facilities to match.&lt;br /&gt;
Choose the area of expertise (Healer, Merchant, Scientist, Spy, Elementalist,&lt;br /&gt;
Wild Land Scholar etc). The expert has quality equal to the kingdom&#039;s&lt;br /&gt;
Tier+1. When the expert is available to consult or help with an action that is&lt;br /&gt;
within their area of expertise, add dice equal to the expert&#039;s quality to the&lt;br /&gt;
roll.&lt;br /&gt;
&lt;br /&gt;
Improved Training: Your kingdom has facilities or resources that allow&lt;br /&gt;
princesses to more effectively train. Choose Fitness, Wit, Charm, Whimsy, or&lt;br /&gt;
Heart. When a free time action is used to train that core trait, or Heart, mark&lt;br /&gt;
an extra XP. This improvement may be taken once for each core trait, and&lt;br /&gt;
once for Heart.&lt;br /&gt;
&lt;br /&gt;
Park: Your kingdom has a park, playground, fountain, square, or other area&lt;br /&gt;
that is calming and aesthetic. After each free time phase reduce Chaos by&lt;br /&gt;
one. This improvement may be taken more than once.&lt;br /&gt;
&lt;br /&gt;
Quality Gear: Your kingdom either produces or has access to particular items&lt;br /&gt;
of fine quality. Choose from [weapons and armour], [tools and magic tools],&lt;br /&gt;
or [adventuring supplies]. When you use prep during an affair to gain an&lt;br /&gt;
item in this category it is automatically of fine quality at no extra cost. This&lt;br /&gt;
improvement may be taken once for each category.&lt;br /&gt;
&lt;br /&gt;
Village: Your kingdom has a small village rather than the collection of tents&lt;br /&gt;
and temporary buildings usual for beginning frontier kingdoms. Subjects are&lt;br /&gt;
more centralised and secure, gaining +1 scale.&lt;br /&gt;
&lt;br /&gt;
Township: Only available if the kingdom has the Village improvement. Your&lt;br /&gt;
kingdom has an actual cute little town with buildings and shops and&lt;br /&gt;
everything. Subjects gain an additional +1 scale (+2 in total), and your&lt;br /&gt;
kingdom gains one Treasure during each Rewards Earned phase from trade&lt;br /&gt;
and taxes.&lt;br /&gt;
&lt;br /&gt;
Amenities: Only available if the kingdom has the Village improvement.&lt;br /&gt;
Choose one subject strength. All subject groups in your kingdom may take&lt;br /&gt;
this strength for free. This improvement may be taken more than once.&lt;br /&gt;
&lt;br /&gt;
Workshop: Your kingdom has a workshop equipped with tools and resources.&lt;br /&gt;
Add +1d to any action spent working on a long term project that involves&lt;br /&gt;
creating, repairing, upgrading or modifying something.&lt;br /&gt;
&lt;br /&gt;
Library: Your kingdom has a wealth of research materials and resources. Add&lt;br /&gt;
+1d to any action spent working on a long term project that involves research&lt;br /&gt;
or writing (including reports), and to Investigation actions.&lt;br /&gt;
&lt;br /&gt;
Tea Room: Your kingdom has an area dedicated to having a nice cup of tea,&lt;br /&gt;
perhaps shared with company, as well as some lovely stationery and writing&lt;br /&gt;
supplies. Add +1d to any free time action spent improving relations with a&lt;br /&gt;
group, including inviting a faction or kingdom to a party you&#039;re hosting.&lt;br /&gt;
When anyone in the kingdom takes the Take A Break free time action they&lt;br /&gt;
may clear an additional Weight.&lt;br /&gt;
&lt;br /&gt;
Party Plaza: Your kingdom has an area dedicated to hosting parties. Add one&lt;br /&gt;
filled Planning and Decoration clock to every party you host. The party plaza&lt;br /&gt;
counts as an unused improvement slot for the purposes of parties. (See the&lt;br /&gt;
first Frontier Kingdoms sourcebook, Frontier Society, for details.) This&lt;br /&gt;
improvement may be taken more than once.&lt;br /&gt;
&lt;br /&gt;
Border Defences: More than just a shield, your borders are equipped with&lt;br /&gt;
alarms and active defensive measures. If an elemental or anything else&lt;br /&gt;
attempts to break through the border, roll the kingdom&#039;s Tier against the&lt;br /&gt;
invader&#039;s Tier to determine how effectively it is repelled. Action rolls on long&lt;br /&gt;
term projects to upgrade the kingdom&#039;s shields have increased effect. At the&lt;br /&gt;
end of each session, remove one tick from the Elementals &amp;amp; Monsters&lt;br /&gt;
relation clock. This improvement doesn&#039;t count towards your limit.&lt;br /&gt;
Improved Border Defences: Only available if the kingdom has Border&lt;br /&gt;
Defences. When rolling against attacks add +1d and increased effect. Action&lt;br /&gt;
rolls on long term projects to upgrade the kingdom&#039;s shields gain +1d. You&lt;br /&gt;
may safely ignore one problem with your kingdom&#039;s shields during Chaos&lt;br /&gt;
Sets The Stage (ie disregard the first one rolled). These bonuses are in&lt;br /&gt;
addition to those gained from Border Defences. This improvement doesn&#039;t&lt;br /&gt;
count towards your limit.&lt;br /&gt;
&lt;br /&gt;
Castle: That tiny little castle isn&#039;t exactly impressive. Every level of this&lt;br /&gt;
improvement will make your kingdom&#039;s castle a little bigger, a little fancier,&lt;br /&gt;
and reduce the amount of both Standing and Treasure required to improve&lt;br /&gt;
your Tier by one each. You can take this improvement up to four times. This&lt;br /&gt;
improvement doesn&#039;t count towards your limit.&lt;br /&gt;
&lt;br /&gt;
Vault: Your kingdom has a secure storage area for valuables. Each level of this&lt;br /&gt;
improvement increases the maximum amount of Treasure that may be stored&lt;br /&gt;
by 8. You can take this improvement up to three times. This improvement&lt;br /&gt;
doesn&#039;t count towards your limit.&lt;br /&gt;
&lt;br /&gt;
=== List Of Kingdom Boons ===&lt;br /&gt;
Fighting Fierce: Each PC may add +1 to Sporty, Tough, Earthy or Bossy (up&lt;br /&gt;
to a maximum of 3).&lt;br /&gt;
&lt;br /&gt;
Creatively Inspired: Each PC may add +1 to Artsy, Tinker, Graceful or&lt;br /&gt;
Weird (up to a maximum of 3).&lt;br /&gt;
Social Butterflies: Each PC may add +1 to Chatty, Airy, Nosy or Stylish (up&lt;br /&gt;
to a maximum of 3).&lt;br /&gt;
&lt;br /&gt;
Books &amp;amp; Capes: Each PC may add +1 to Bookworm, Sensible, Foxy or&lt;br /&gt;
Sneaky (up to a maximum of 3).&lt;br /&gt;
&lt;br /&gt;
Elemental Experts: All PCs gain +1d and increased effect on any action&lt;br /&gt;
involving or regarding elementals, including attempts to reduce Chaos from&lt;br /&gt;
an elemental&#039;s destruction.&lt;br /&gt;
&lt;br /&gt;
Hurtful: Each PC can take an additional heart scar before retiring.&lt;br /&gt;
Heartful: Each PC can bear two more Weight before gaining a heart scar.&lt;br /&gt;
Noble Resilience: Each PC gains +1d to resistance rolls.&lt;br /&gt;
&lt;br /&gt;
Hardened: When the kingdom is at war, free time actions are not reduced.&lt;br /&gt;
Friends To All: PCs from this kingdom can communicate at a very basic&lt;br /&gt;
level with animals, elementals and monsters that normally cannot talk.&lt;br /&gt;
Increased effect on social actions.&lt;br /&gt;
&lt;br /&gt;
Wild Connection: All PCs gain +1d and increased effect when dealing with&lt;br /&gt;
wild lands obstacles, traps and phenomenon, and when attempting to avoid&lt;br /&gt;
conflict with elementals.&lt;br /&gt;
&lt;br /&gt;
Trade Freedom: Add one Treasure to the kingdom&#039;s vault after every&lt;br /&gt;
successful kingdom affair. When selling wild land valuables such as treasure&lt;br /&gt;
palace cores increase the Tier of the item by one. This boon may be taken&lt;br /&gt;
more than once.&lt;br /&gt;
&lt;br /&gt;
Friends Like These: For every group with which you have +3 relations,&lt;br /&gt;
reduce the Standing and Treasure cost for Tier advancement by one each. If&lt;br /&gt;
you have +3 relations with three or more groups, also reduce the Land&lt;br /&gt;
requirement for Tier advancement by one.&lt;br /&gt;
&lt;br /&gt;
Conflict Bloom: For each group with which you have -3 relations, gain one&lt;br /&gt;
kingdom XP at the end of each session. You may ignore Tier as a factor when&lt;br /&gt;
dealing with a faction or kingdom with which you have -3 relations.&lt;br /&gt;
Healing Breeze: Everyone in the kingdom gains +1d and increased effect to&lt;br /&gt;
all Recover rolls.&lt;br /&gt;
&lt;br /&gt;
Unusually Stable: Your kingdom is stable enough to support more land than&lt;br /&gt;
usual. You may have one extra subject group and one extra improvement per&lt;br /&gt;
Land.&lt;br /&gt;
&lt;br /&gt;
Just Build Up: The Land requirement for Tier advancement is reduced by&lt;br /&gt;
one, but the Treasure cost is increased to the new Tier x 4.&lt;br /&gt;
&lt;br /&gt;
Compact Kingdom: Only available if the kingdom has the Just Build Up&lt;br /&gt;
boon. The Land requirement for Tier advancement is negated, but the&lt;br /&gt;
Treasure cost is increased to the new Tier x 5 and shields must be strong&lt;br /&gt;
(Shield greater than Land) to advance.&lt;br /&gt;
&lt;br /&gt;
XP For GP: For every four Treasure in your kingdom&#039;s vault during the&lt;br /&gt;
advancement phase gain one bonus Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Chaos Engine: If Chaos is four or higher, the kingdom&#039;s Tier is treated as&lt;br /&gt;
one higher when dealing with wild lands threats. If Chaos is eight or higher,&lt;br /&gt;
the Tier of all wild lands threats is treated as one lower, to a minimum of&lt;br /&gt;
zero. If at least one wild surge is triggered due to the Chaos Sets The Stage&lt;br /&gt;
roll, all princesses mark one Heart XP. Whenever Wild increases for this&lt;br /&gt;
kingdom, all princesses mark four Heart XP.&lt;br /&gt;
&lt;br /&gt;
On The Edge: If Chaos is five or higher during the advancement phase,&lt;br /&gt;
mark a bonus Kingdom XP. If Chaos is seven or higher during the&lt;br /&gt;
advancement phase, every princess in the kingdom marks Heart XP. If Chaos&lt;br /&gt;
is at exactly nine during the advancement phase, mark an extra Kingdom XP&lt;br /&gt;
and Heart XP.&lt;br /&gt;
&lt;br /&gt;
Fairy Circles: Your kingdom is home to fairies. Treat them as a subject group&lt;br /&gt;
that has a scale of 0 and a quality of 1, unaffected by your kingdom&#039;s Land or&lt;br /&gt;
Tier. Pick a core trait for the fairies and subject strengths and weaknesses as&lt;br /&gt;
normal. The fairies do not count towards your subject limit and gain no&lt;br /&gt;
advantage from the Village or Township improvements. When using the&lt;br /&gt;
Borrow Something Special free time action, increase the result level of your&lt;br /&gt;
roll by one (so a miss becomes partial success, partial success becomes a full&lt;br /&gt;
success, and a full success becomes a crit). When using Nosy or Bookworm&lt;br /&gt;
to learn about something, add +1d/quality if a fairy could offer advice. You&lt;br /&gt;
may take this boon more than once; every time after the first add +1 to both&lt;br /&gt;
the scale and quality of your fairies.&lt;br /&gt;
Calm &amp;amp; Orderly: Reduce Chaos by 1 at the end of each free time phase.&lt;br /&gt;
Good Publicity: Whenever the kingdom gains Standing, it gains one&lt;br /&gt;
additional Standing.&lt;br /&gt;
&lt;br /&gt;
Small Comforts: Indulgence rolls made by princesses in this kingdom may&lt;br /&gt;
be adjusted up or down by one.&lt;br /&gt;
&lt;br /&gt;
Highly Placed Friend: Gain +1 Standing after every successful kingdom&lt;br /&gt;
affair. Once per session, when using the Borrow Something Special or Reach&lt;br /&gt;
Out free time actions, add +1d or potency. This boon may be taken more&lt;br /&gt;
than once.&lt;br /&gt;
&lt;br /&gt;
Uncomplicated: When the GM rolls complications you may increase or&lt;br /&gt;
decrease the roll by one. You may pay 2 Standing to suffer no negative&lt;br /&gt;
consequences from a complication (although it still happens). You cannot&lt;br /&gt;
negate the consequences from a destructive surge.&lt;br /&gt;
&lt;br /&gt;
Self-Sufficiency: The amount of Treasure that must be paid to increase this&lt;br /&gt;
kingdom&#039;s Tier is reduced by four, after all other factors are considered. This&lt;br /&gt;
boon may be taken more than once.&lt;br /&gt;
&lt;br /&gt;
Overprotective: Magic shields cost only one prep point to use.&lt;br /&gt;
Magic Pockets: Storage magic holds up to Tier+5 items or Treasure.&lt;br /&gt;
Illusionists: When you use prep for Illusion magic it gains +quality.&lt;br /&gt;
Speedsters: When you use prep for Movement magic it gains +quality.&lt;br /&gt;
Scry The Planet: When you use prep for Divination magic it gains +quality.&lt;br /&gt;
Elementally Attuned: When you use prep for Elemental magic it gains&lt;br /&gt;
+quality.&lt;br /&gt;
&lt;br /&gt;
To The Point: This kingdom is particularly suited for Direct approaches.&lt;br /&gt;
When using this approach on a kingdom affair you may reroll one of the&lt;br /&gt;
engagement roll dice once.&lt;br /&gt;
&lt;br /&gt;
Tactical Espionage Tricksters: This kingdom is particularly suited for Tricky&lt;br /&gt;
approaches. When using this approach on a kingdom affair you may reroll&lt;br /&gt;
one of the engagement roll dice once.&lt;br /&gt;
&lt;br /&gt;
Shadows Whisper: This kingdom is particularly suited for Stealthy&lt;br /&gt;
approaches. When using this approach on a kingdom affair you may reroll&lt;br /&gt;
one of the engagement roll dice once.&lt;br /&gt;
&lt;br /&gt;
Twice Measured: This kingdom is particularly suited for Careful approaches.&lt;br /&gt;
When using this approach on a kingdom affair you may reroll one of the&lt;br /&gt;
engagement roll dice once.&lt;br /&gt;
&lt;br /&gt;
Smooth Operators: This kingdom is particularly suited for Social&lt;br /&gt;
approaches. When using this approach on a kingdom affair you may reroll&lt;br /&gt;
one of the engagement roll dice once.&lt;br /&gt;
&lt;br /&gt;
Honest Hearts: This kingdom is particularly suited for Noble approaches.&lt;br /&gt;
When using this approach on a kingdom affair you may reroll one of the&lt;br /&gt;
engagement roll dice once.&lt;br /&gt;
&lt;br /&gt;
=== Subjects ===&lt;br /&gt;
Your kingdom begins with one group of subjects, and can gain more through&lt;br /&gt;
Kingdom XP or long term projects. Your kingdom&#039;s terrain, focus and patron&lt;br /&gt;
faction could all influence the subjects it attracts. Maybe your kingdom has a&lt;br /&gt;
forest, so you&#039;ve attracted woodcutters, animal hunters, or naturalists. If your&lt;br /&gt;
kingdom is mountainous with strange crystal formations you might attract&lt;br /&gt;
miners or researchers or jewellers. Wild Claimers might attract farmers,&lt;br /&gt;
Magic Researchers might attract scientists, Treasure Guardians might attract&lt;br /&gt;
adventurers or merchants. As a starting kingdom you&#039;ll likely have less than a&lt;br /&gt;
dozen subjects, and they&#039;re probably just in tents or other temporary&lt;br /&gt;
structures. Improving their standard of living might be an early priority.&lt;br /&gt;
When you choose a subject group, assign them an appropriate trait and type.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
&lt;br /&gt;
Fitness: Adventurers, Hunters, Miners, Woodcutters, Explorers.&lt;br /&gt;
Wit: Scientists, Teachers, Naturalists, Librarians, Booksellers.&lt;br /&gt;
Charm: Bakers, Merchants, Dancers, Diplomats, Party Planners.&lt;br /&gt;
Whimsy: Farmers, Artists, Rangers, Clowns, Botanists.&lt;br /&gt;
Subjects aren&#039;t improvements, so they don&#039;t count towards your kingdom&#039;s&lt;br /&gt;
improvement limit. You may have a number of subject groups equal to your&lt;br /&gt;
kingdom&#039;s Land+1.&lt;br /&gt;
&lt;br /&gt;
==== Subject Strengths &amp;amp; Weaknesses ====&lt;br /&gt;
For each subject group, the princesses and GM may choose from zero to two&lt;br /&gt;
strengths and an equal number of weaknesses. As well as the listed effects,&lt;br /&gt;
strengths and weaknesses should be considered when the subject group is&lt;br /&gt;
making or helping with an action roll. See page 43 for a list of strengths, and&lt;br /&gt;
page 44 for a list of weaknesses.&lt;br /&gt;
&lt;br /&gt;
==== Subject Quality ====&lt;br /&gt;
Each subject group has a quality equal to your kingdom&#039;s Tier; 0 for a&lt;br /&gt;
starting kingdom. Quality represents the overall skill and experience of the&lt;br /&gt;
subjects, along with equipment, tools and facilities they have access to. You&#039;ll&lt;br /&gt;
usually be rolling dice equal to the group&#039;s quality when they perform an&lt;br /&gt;
action. For a quality of 0, roll two dice and take the lowest.&lt;br /&gt;
&lt;br /&gt;
==== Subject Scale ====&lt;br /&gt;
Subject groups have a scale equal to your kingdom&#039;s Land -1; 0 for a starting&lt;br /&gt;
kingdom. Scale can be a factor when assessing effect. At a scale of 0, a subject&lt;br /&gt;
group is maybe just three or four people (or just one really big subject),&lt;br /&gt;
certainly no more than a dozen. At a scale of one, you probably have between&lt;br /&gt;
ten and twenty subjects of that type in the kingdom. At a scale of two,&lt;br /&gt;
anywhere from twenty to fifty people. At a scale of three, from fifty to a&lt;br /&gt;
hundred people. At a scale of four or more, hundreds of people, almost too&lt;br /&gt;
many to count! Who can keep track of all these subjects? When did this&lt;br /&gt;
place get so crowded?&lt;br /&gt;
&lt;br /&gt;
==== Subject Usefulness ====&lt;br /&gt;
Subjects aren&#039;t just there to fill up your kingdom. They can accompany you&lt;br /&gt;
into the wild lands, be told to go deal with complications, help with long&lt;br /&gt;
term projects, or anything else you bossy little princesses order them to do.&lt;br /&gt;
Keep in mind that while subjects are generally loyal and eager to help out&lt;br /&gt;
around the kingdom, they&#039;re not princesses. They have no magical powers&lt;br /&gt;
and will likely be limited in their effect on anything more challenging than&lt;br /&gt;
baking some nice cupcakes or dealing with a couple of slimes.&lt;br /&gt;
&lt;br /&gt;
==== Subject Harm And Healing ====&lt;br /&gt;
Subjects suffer harm similarly to PCs. A subject group can suffer four levels&lt;br /&gt;
of harm:&lt;br /&gt;
# Weakened: The subjects have reduced effect.&lt;br /&gt;
# Impaired: The subjects operate with reduced quality (-1d).&lt;br /&gt;
# Broken: The subjects can&#039;t do anything until they recover.&lt;br /&gt;
# Fed Up: The subjects are done with your kingdom and leave for less&lt;br /&gt;
dangerous places. (Or they could die, it&#039;s up to the GM.)&lt;br /&gt;
&lt;br /&gt;
All subject groups may heal at the start of the free time phase. If&lt;br /&gt;
circumstances are amenable for recovery, each group removes one level of&lt;br /&gt;
harm (or two levels of harm instead, if a princess spends a free time activity&lt;br /&gt;
helping them recuperate). If a subject group is lost they may be replaced.&lt;br /&gt;
Spend Treasure equal to your Tier+2 and use a free time action to petition&lt;br /&gt;
for new subjects.&lt;br /&gt;
&lt;br /&gt;
==== Commanding &amp;amp; Leading Subjects ====&lt;br /&gt;
When dealing with subjects you&#039;ll generally either be commanding or&lt;br /&gt;
leading them. Commanding subjects does not take up a free time action; the&lt;br /&gt;
princess is just telling them what to do and trusting them to go do it.&lt;br /&gt;
Leading subjects is generally part of a free time action the princess is taking;&lt;br /&gt;
she&#039;s bringing along the subjects to help her.&lt;br /&gt;
&lt;br /&gt;
Subjects cannot escalate or push themselves. Those are princess things. They&lt;br /&gt;
can trade position for effect, though.&lt;br /&gt;
&lt;br /&gt;
Command: When you make a request of your subjects roll their quality to&lt;br /&gt;
see how it goes. If a princess is directing, instructing, or otherwise telling the&lt;br /&gt;
subjects what to do then roll Bossy or Chatty or another appropriate aspect.&lt;br /&gt;
On a success (partial or full), add increased effect or improved position to the&lt;br /&gt;
subjects&#039; roll. On a crit, add both and +1d. On a failure or partial success&lt;br /&gt;
mark Weight. Dealing with subjects can be so stressful.&lt;br /&gt;
&lt;br /&gt;
Lead: If a group of subjects are accompanying a princess and in a position to&lt;br /&gt;
help, roll a set up action for the subjects. If it&#039;s not a failure add either&lt;br /&gt;
increased effect or improved position to the princess&#039;s action. If the subjects&lt;br /&gt;
manage to get a crit then the princess enjoys both increased effect and&lt;br /&gt;
improved position, and maybe the subjects even took care of part of the&lt;br /&gt;
problem themselves. Miracles do happen. If the GM agrees, subjects could&lt;br /&gt;
instead help with a princess&#039;s action, adding +1d to her roll.&lt;br /&gt;
&lt;br /&gt;
==== List Of Subject Strengths ====&lt;br /&gt;
Tough: These subjects are particularly resistant to injury and bounce back&lt;br /&gt;
quickly. They recover an extra level of harm during free time.&lt;br /&gt;
Crafty: These subjects can get a lot from a little. When they would have no&lt;br /&gt;
effect in a task, they have a limited effect instead.&lt;br /&gt;
Numerous: You gotta give it to these subjects, they got quantity! This subject&lt;br /&gt;
group&#039;s scale is equal to the kingdom&#039;s Land.&lt;br /&gt;
Relaxed: These subjects are a breeze to deal with. Don&#039;t mark Weight on a&lt;br /&gt;
failure or partial success when commanding them.&lt;br /&gt;
&lt;br /&gt;
Smart: These subjects can be trusted to make good life choices. When&lt;br /&gt;
they&#039;re handling a task they&#039;ve been commanded to perform, add +1d to their&lt;br /&gt;
roll.&lt;br /&gt;
&lt;br /&gt;
Tenacious: These subjects just don&#039;t give up. If they fail a roll they can try&lt;br /&gt;
again by marking one level of harm.&lt;br /&gt;
&lt;br /&gt;
Independent: These are strong independent subjects who don&#039;t need no&lt;br /&gt;
princess. They can&#039;t be led and don&#039;t get any bonus from being commanded,&lt;br /&gt;
but they do have +1 quality.&lt;br /&gt;
&lt;br /&gt;
Versatile: These subjects have diverse interests. Pick an additional trait for&lt;br /&gt;
this group, from Fitness, Wit, Charm, and Whimsy.&lt;br /&gt;
&lt;br /&gt;
Skilled: These subjects are broadly skilled. Pick another type for this group,&lt;br /&gt;
appropriate to their trait. (For example, your bakers might also be dancers, or&lt;br /&gt;
your woodcutters might also be skilled hunters.)&lt;br /&gt;
&lt;br /&gt;
Supportive: These subjects are always ready to support their princesses.&lt;br /&gt;
Acting on set up actions from this group gives +1d.&lt;br /&gt;
&lt;br /&gt;
Attentive: These subjects listen to orders and take good notes. Add +1d to a&lt;br /&gt;
princess&#039;s roll to command them.&lt;br /&gt;
&lt;br /&gt;
Smitten: These subjects love their princesses so much and just want to make&lt;br /&gt;
them happy. When being led add +1d to the subject group&#039;s rolls.&lt;br /&gt;
&lt;br /&gt;
Happy: This subject group is very easy to please. Unless something terrible&lt;br /&gt;
happens they always count as &#039;happy&#039; when calculating Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Perfectionists: Given the right conditions these subjects can excel. When&lt;br /&gt;
they achieve a full success or better, increase the level of effect by one.&lt;br /&gt;
&lt;br /&gt;
Polite: These subjects are well-versed in etiquette and can be trusted to&lt;br /&gt;
behave properly in social situations. When dealing with social or partyrelated&lt;br /&gt;
matters, add +1d to their rolls.&lt;br /&gt;
&lt;br /&gt;
Comforting: These subjects just make you feel good to have around. If this&lt;br /&gt;
subject group doesn&#039;t do anything during the session, all princesses may clear&lt;br /&gt;
one Weight due to their comforting presence.&lt;br /&gt;
&lt;br /&gt;
==== List Of Subject Weaknesses ====&lt;br /&gt;
Cowardly: These subjects are not enthusiastic about fighting or monsters or&lt;br /&gt;
danger generally. Reduce quality by -1 when in a dangerous situation.&lt;br /&gt;
&lt;br /&gt;
Scarce: These subjects are lacking in numbers. Their scale is equal to the&lt;br /&gt;
kingdom&#039;s Land -2, to a minimum of 0. When they have a scale of zero,&lt;br /&gt;
there&#039;s just one or two of them.&lt;br /&gt;
&lt;br /&gt;
Dense: It&#039;s really hard to get anything into these subjects&#039; heads. -1d to a&lt;br /&gt;
princess&#039;s roll to command them.&lt;br /&gt;
&lt;br /&gt;
Frail: These subjects bruise like peaches. When they roll a partial success or&lt;br /&gt;
failure they take one level of harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Panicky: These subjects are no good under pressure. Reduce quality by -1&lt;br /&gt;
when in a risky or desperate position.&lt;br /&gt;
&lt;br /&gt;
Difficult: These subjects are such a nuisance to deal with. They refuse to be&lt;br /&gt;
led, and can only be commanded by Bossy actions.&lt;br /&gt;
&lt;br /&gt;
Stubborn: These subjects know what they&#039;re here for and refuse to do&lt;br /&gt;
anything else. If they&#039;re bakers, they will only bake. If they&#039;re researchers, they&lt;br /&gt;
will only research. No compromise! No deviation!&lt;br /&gt;
&lt;br /&gt;
Comfy: These subjects are just so comfy. They will not leave the kingdom.&lt;br /&gt;
Chaotic: These are messy subjects who love drama. During the Chaos&lt;br /&gt;
Grows phase, increase Chaos by one.&lt;br /&gt;
&lt;br /&gt;
Nervous: These subjects are risk-averse. They cannot trade position for&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
Stressful: These subjects are just a lot. Mark one Weight when commanding&lt;br /&gt;
or leading them.&lt;br /&gt;
&lt;br /&gt;
Fussy: These subjects are very hard to please. They will never count as&lt;br /&gt;
&#039;happy&#039; for the purpose of calculating Kingdom XP, unless something&lt;br /&gt;
extraordinary happens.&lt;br /&gt;
&lt;br /&gt;
Unlucky: These subjects can&#039;t catch a break. When rolling fortune for them,&lt;br /&gt;
roll two dice and take the lowest.&lt;br /&gt;
&lt;br /&gt;
Complicated: These subjects always seem to be in the middle of something.&lt;br /&gt;
Every session, roll an extra complication just for them.&lt;br /&gt;
&lt;br /&gt;
Uncouth: These subjects are noisy, rude, and a bit smelly. Unless you can get&lt;br /&gt;
them out of sight (and downwind), parties in your kingdom suffer a -1&lt;br /&gt;
quality penalty. If they&#039;re around when a princess is taking a social action, the&lt;br /&gt;
princess suffers reduced effect equal to the subject group&#039;s scale.&lt;br /&gt;
&lt;br /&gt;
Unreliable: These subjects are never around when you need them. Roll&lt;br /&gt;
fortune whenever a princess wants them to do something. On a 1-3 they&#039;re&lt;br /&gt;
tangled up in some ridiculous nonsense, or they&#039;re all fast asleep and can&#039;t be&lt;br /&gt;
roused, or they&#039;re just nowhere to be found. In any case they won&#039;t be any&lt;br /&gt;
help this time.&lt;br /&gt;
&lt;br /&gt;
Clumsy: These subjects are good for slapstick antics but not much else. They&lt;br /&gt;
have reduced effect on every roll they make.&lt;br /&gt;
&lt;br /&gt;
Wild: These subjects are a bunch of absolute mad lads. They will always&lt;br /&gt;
trade position to desperate on every roll they make.&lt;br /&gt;
&lt;br /&gt;
Useless: These subjects are, not to put too fine a point on it, utterly useless.&lt;br /&gt;
They can neither be commanded nor led, and can never have a quality higher&lt;br /&gt;
than zero.&lt;br /&gt;
&lt;br /&gt;
==== War Is Not Healthy ====&lt;br /&gt;
&#039;&#039;War Is Not Healthy For Princesses And Other Living Things.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your kingdom&#039;s relations with a group drops to -3, you are at war with&lt;br /&gt;
them. This doesn&#039;t necessarily mean that they&#039;re attacking your kingdom, but&lt;br /&gt;
they&#039;re definitely making life harder for you. If it&#039;s a faction, they&#039;re blocking&lt;br /&gt;
measures that might help you and actively opposing your kingdom&#039;s&lt;br /&gt;
development, even its existence. If it&#039;s another kingdom, they&#039;re badmouthing&lt;br /&gt;
you to others and taking every opportunity to mess with your princess biz. If&lt;br /&gt;
it&#039;s elementals &amp;amp; monsters, well, in that case they actually probably are&lt;br /&gt;
attacking your kingdom. Free time actions are reduced by one for all&lt;br /&gt;
princesses in a kingdom at war. This will last until relations are improved to&lt;br /&gt;
-2 or higher. Having relations of -3 or lower with multiple entities does not&lt;br /&gt;
further reduce free time actions.&lt;br /&gt;
&lt;br /&gt;
For each group the kingdom has -3 relations with, increase Chaos by one&lt;br /&gt;
during the Aftermath phase.&lt;br /&gt;
&lt;br /&gt;
==== Kingdom Reputations ====&lt;br /&gt;
New kingdoms have no reputations. Nobody cares enough about this&lt;br /&gt;
fledgling little frontier kingdom to have any strong feelings one way or the&lt;br /&gt;
other. However, as the princesses strike out into the wild lands, attend&lt;br /&gt;
parties, clash with rivals, and build their little slice of this Princess World&lt;br /&gt;
into something strong and stable they&#039;ll likely cause others to view them in&lt;br /&gt;
certain ways. For better or worse.&lt;br /&gt;
&lt;br /&gt;
Reputations are most often gained by interacting with NPCs, such as the&lt;br /&gt;
princesses of other kingdoms or faction representatives. It&#039;s up to the GM to&lt;br /&gt;
decide when a reputation is earned. If the princesses really want to, they can&lt;br /&gt;
start a long term project to try to give themselves a new reputation. This&lt;br /&gt;
could backfire, though. It&#039;s like that one guy who insists everyone call him&lt;br /&gt;
Maverick.&lt;br /&gt;
&lt;br /&gt;
Reputations represent the general sentiment felt by a certain group, and as&lt;br /&gt;
such are usually defined by a single word or a short phrase, such as &#039;helpful&#039;&lt;br /&gt;
or &#039;well-meaning but clumsy&#039; or &#039;oh no, these girls again&#039;.&lt;br /&gt;
&lt;br /&gt;
If a princess is using a reputation in a social roll, she gains increased effect or&lt;br /&gt;
improved position. If the GM decides that a reputation works against a&lt;br /&gt;
princess in a social roll, they could suffer reduced effect or a riskier position.&lt;br /&gt;
The princess&#039;s kingdom can only have one reputation with each other&lt;br /&gt;
kingdom or faction. This reputation can change, though.&lt;br /&gt;
&lt;br /&gt;
When the princesses of a kingdom develop a new reputation, live up to a&lt;br /&gt;
reputation, or subvert or change a reputation, they gain one Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
==== Borders And Shields ====&lt;br /&gt;
The border of a kingdom isn&#039;t just an invisible line marking What Is Ours.&lt;br /&gt;
It&#039;s a shield protecting the kingdom from the influence and dangers of the&lt;br /&gt;
wild lands. Generally border shields will be anchored to physical objects such&lt;br /&gt;
as giant crystals or trees covered in charms or stone pillars inscribed with&lt;br /&gt;
glowing runes, or similarly impressive and magical things. Ask questions like,&lt;br /&gt;
what do the border shields look like? How are they powered? Do they need&lt;br /&gt;
any kind of resource to keep functioning? What does maintenance involve?&lt;br /&gt;
&lt;br /&gt;
Expanding the kingdom&#039;s borders makes them harder to defend. The wild&lt;br /&gt;
lands are a chaotic, shifting, dangerous area of raw magic. Without magical&lt;br /&gt;
shielding a kingdom cannot stand; its terrain will warp, its subjects will be&lt;br /&gt;
exposed to both chaotic magic and dangerous monsters, it&#039;s just not a good&lt;br /&gt;
time. When a kingdom&#039;s Shield is equal to that of its Land, its protection is&lt;br /&gt;
stable. When a kingdom&#039;s Shield is higher than its Land, its protection is&lt;br /&gt;
strong, and the princesses may request for any of the dice in the start of&lt;br /&gt;
session Chaos Sets The Stage check to be rerolled, once. When a kingdom&#039;s&lt;br /&gt;
Shield is less than that of its Land, its protection is weak, and all 6s in the&lt;br /&gt;
start of session Chaos check must be rerolled once.&lt;br /&gt;
&lt;br /&gt;
A kingdom cannot expand its Land to more than twice its Shield. Doing so&lt;br /&gt;
would result in the shields failing and the kingdom falling to the wild lands.&lt;br /&gt;
Maintaining border shields is routine, but still has a cost. If the border&lt;br /&gt;
shields are damaged by a wild magic surge or other event then Treasure must&lt;br /&gt;
be paid equal to Shield, and a free time action must be used to perform&lt;br /&gt;
upkeep if it&#039;s not the focus of the kingdom affair. If the shields are not&lt;br /&gt;
maintained by the end of the session, reduce Shield by 1.&lt;br /&gt;
&lt;br /&gt;
Upgrading border shields is an involved and expensive affair. Start a new&lt;br /&gt;
long term project with eight ticks, the cost being two Treasure multiplied by&lt;br /&gt;
the new level. Once the project is complete, increase the kingdom&#039;s Shield by&lt;br /&gt;
1.&lt;br /&gt;
&lt;br /&gt;
==== Claiming New Land ====&lt;br /&gt;
Expanding a frontier kingdom isn&#039;t a casual thing. It requires dedicated&lt;br /&gt;
effort and constant vigilance, as well as Treasure to pay for necessary&lt;br /&gt;
resources. Elementals must be removed, monster lairs must be destroyed,&lt;br /&gt;
strange wild land structures, phenomenon and creatures must be investigated&lt;br /&gt;
and dealt with, land must be stabilised—and that&#039;s before the border shields&lt;br /&gt;
are moved. As a suggestion, an initial four segment planning and logistics&lt;br /&gt;
clock, which will reveal at least two further four to six segment clocks to&lt;br /&gt;
represent problems that must be dealt with, then a final six to eight segment&lt;br /&gt;
clock to represent the movement of the border shields and stabilisation of&lt;br /&gt;
the land. The cost of this could range from no Treasure at all to 1-4 per&lt;br /&gt;
clock. It might also involve a kingdom affair or two, which could, at the&lt;br /&gt;
GM&#039;s whim, replace or fill a clock.&lt;br /&gt;
&lt;br /&gt;
However, hard work comes with reward. Expanding the kingdom awards&lt;br /&gt;
four Standing (six if the kingdom&#039;s focus is Wild Claimers), and the&lt;br /&gt;
opportunity for improvement; every Land allows four improvements and&lt;br /&gt;
another subject group, as well as counting towards Tier advancement.&lt;br /&gt;
&lt;br /&gt;
==== Kingdom Tier Advancement ====&lt;br /&gt;
Advancing in Tier requires space, stability, Standing, and Treasure.&lt;br /&gt;
&lt;br /&gt;
First, your Land must be at least equal to the new Tier.&lt;br /&gt;
&lt;br /&gt;
Second, your protection must be at least stable (ie your Shield is equal to or&lt;br /&gt;
greater than your Land).&lt;br /&gt;
&lt;br /&gt;
Third, you must pay twelve Standing.&lt;br /&gt;
&lt;br /&gt;
Fourth, you must pay Treasure equal to the new Tier x 3.&lt;br /&gt;
&lt;br /&gt;
If all of those conditions are fulfilled then pay the Treasure and Standing cost&lt;br /&gt;
and increase your kingdom&#039;s Tier by 1. There will probably be a party&lt;br /&gt;
celebrating your kingdom&#039;s new status, with representatives from your patron&lt;br /&gt;
faction and of course a whole bunch of rival princesses and hostile factions&lt;br /&gt;
just there to yuck your yum. It might be up to your kingdom to host this&lt;br /&gt;
party.&lt;br /&gt;
&lt;br /&gt;
If the kingdom is Tier 4 and successfully advances then it is established and&lt;br /&gt;
stable enough to be considered part of the controlled lands. It is no longer a&lt;br /&gt;
frontier kingdom. The princesses have succeeded in their task and have&lt;br /&gt;
earned a big party and possibly a rest.&lt;br /&gt;
&lt;br /&gt;
==== Where To Next? ====&lt;br /&gt;
Of course, just because a kingdom is tamed doesn&#039;t mean the story is over.&lt;br /&gt;
There might be mysteries left unsolved, questions left unanswered,&lt;br /&gt;
threads left hanging. The player princesses might be assigned to a new&lt;br /&gt;
frontier kingdom, or they might be employed as veteran frontier&lt;br /&gt;
troubleshooters, sent to troubled kingdoms in need of help. Maybe one of&lt;br /&gt;
the factions approaches them with an offer of membership, or maybe they&lt;br /&gt;
set out by themselves as an independent party of princesses, determined&lt;br /&gt;
to get to the bottom of some oddness that arose while they were&lt;br /&gt;
developing their kingdom. It could also be that some or all of them stick&lt;br /&gt;
around, to rule over their newly stabilised kingdom.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, elsewhere in Princess World, another group of freshly&lt;br /&gt;
graduated young hopefuls are assigned to a burgeoning frontier&lt;br /&gt;
kingdom...&lt;br /&gt;
&lt;br /&gt;
== Faction ==&lt;br /&gt;
Factions&lt;br /&gt;
There are numerous different groups and organisations in Princess World. They represent different areas of control, ideals, and spheres of influence. For more&lt;br /&gt;
information on these factions please refer to the first PW:FK sourcebook, Frontier Society.&lt;br /&gt;
Note that having a high Tier patron faction can be a double-edged sword. While it means the faction has more influence over things it also makes swaying&lt;br /&gt;
them in the direction you want far more difficult, especially when you&#039;re just another powerless little Tier 0 frontier kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Faction &amp;amp; Big Picture Clocks ===&lt;br /&gt;
These can affect frontier kingdoms in various ways, both positively and&lt;br /&gt;
negatively. It&#039;s fun to have a mixture of big picture clocks ticking away in the&lt;br /&gt;
background, with the locally relevant factions taking positive, negative, or&lt;br /&gt;
neutral positions on each.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, frontier princesses cannot directly affect these clocks, but&lt;br /&gt;
they can take social actions at parties or use Reach Out free time actions to&lt;br /&gt;
sway factions one way or another. Parties are a good place to create new&lt;br /&gt;
faction clocks, or to add ticks to existing clocks as conversations go one way&lt;br /&gt;
or the other.&lt;br /&gt;
&lt;br /&gt;
Not all factions will have interests in the player princesses&#039; local area. Starting&lt;br /&gt;
with four or five factions is about right. You can always introduce more later.&lt;br /&gt;
Generally you&#039;ll start with your patron faction, the patron factions of your&lt;br /&gt;
neighbours, and maybe one or two more that you princesses are interested in.&lt;br /&gt;
&lt;br /&gt;
Aside from the suggested clocks, factions might have more specific goals&lt;br /&gt;
locally, or clocks leading up to a dramatic event. For example, Speculation&lt;br /&gt;
Wildhearts might Discover Shocking Secrets, or the Wandering Stars might&lt;br /&gt;
Stabilise An Impossibly Chaotic Area.&lt;br /&gt;
&lt;br /&gt;
=== Faction Keyword Suggestions ===&lt;br /&gt;
Expeditions are extended forays into the wild lands, often lasting for an&lt;br /&gt;
eight or ten segment clock. To the kingdom hosting their base camp they&lt;br /&gt;
provide Standing, increased relations with the faction, and possibly Treasure&lt;br /&gt;
or Kingdom XP or other rewards. They take up improvement slots while&lt;br /&gt;
they&#039;re ongoing, so a kingdom without enough Land won&#039;t be in the running&lt;br /&gt;
to host one. They might also increase Chaos or bring trouble to the&lt;br /&gt;
kingdom&#039;s doorstep.&lt;br /&gt;
&lt;br /&gt;
Hunts and Excursions are shorter than expeditions, generally taking place&lt;br /&gt;
within the timeframe of a session. They might result in an increase of Chaos&lt;br /&gt;
in the area, but could increase relations or have other rewards.&lt;br /&gt;
&lt;br /&gt;
Funding decreases the cost of projects in a specific area (such as research,&lt;br /&gt;
shields, or kingdom development), or gives Treasure for the purpose of&lt;br /&gt;
performing specific actions (such as using a free time action for research or&lt;br /&gt;
training). It generally doesn&#039;t come with any drawbacks, but might be at the&lt;br /&gt;
cost of something else. For example, if there are competing clocks for&lt;br /&gt;
research and party funding then once one is filled the other will be cancelled.&lt;br /&gt;
&lt;br /&gt;
Taxes will cost frontier kingdoms Treasure every session (or with specific&lt;br /&gt;
triggers), possibly in return for some benefit such as Standing or Kingdom&lt;br /&gt;
XP.&lt;br /&gt;
&lt;br /&gt;
Studies and Inquiries have varying effects, depending heavily on context. For&lt;br /&gt;
example, a study into border shields might reveal superior but expensive&lt;br /&gt;
techniques to improve shields, allowing frontier kingdoms to increase effect&lt;br /&gt;
when upgrading shields at the cost of Treasure.&lt;br /&gt;
&lt;br /&gt;
Blocks will forbid specific activities. It might still be possible for princesses&lt;br /&gt;
to perform them, but with an extra layer of red tape or subterfuge necessary.&lt;br /&gt;
&lt;br /&gt;
Tours generally mean a widespread inspection or assessment of some aspect&lt;br /&gt;
of frontier kingdoms. It probably means a few project clocks to get that&lt;br /&gt;
aspect up to standard. Tours might award some Standing and increased&lt;br /&gt;
relations if you&#039;re up to spec, but expect to lose relations and possibly pay&lt;br /&gt;
penalties of Treasure or Standing if you fail to meet expectations.&lt;br /&gt;
&lt;br /&gt;
Contests are run similarly to those held at parties, and will generally take up&lt;br /&gt;
a free time action if a princess wants to participate. They could also be the&lt;br /&gt;
focus of a kingdom affair.&lt;br /&gt;
&lt;br /&gt;
Petitions are usually for change or recognition. The effects will vary greatly&lt;br /&gt;
depending on context.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
==== [SCI] Scientific Promotion Society (T4) ====&lt;br /&gt;
acquire artefacts, study phenomenon&lt;br /&gt;
quite a lot of explosions&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Increased Research Funding&lt;br /&gt;
* Scientific Expedition&lt;br /&gt;
* Science Fair Contest&lt;br /&gt;
* Commission Magic Study&lt;br /&gt;
&lt;br /&gt;
The smartest girls in the room, the nerdy brainy&lt;br /&gt;
curious princesses. Very interested in investigating the&lt;br /&gt;
many mysteries of this Princess World, although their&lt;br /&gt;
critics might point out that these investigations often&lt;br /&gt;
involve quite a lot of explosions. All part of the price of&lt;br /&gt;
progress, say the SCI girls.&lt;br /&gt;
&lt;br /&gt;
==== [KDEF] Kingdom Defenders (T4) ====&lt;br /&gt;
protect the weak, punish the guilty&lt;br /&gt;
so serious&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
*Petition For Greater Investigative Authority&lt;br /&gt;
*Petition For Wild Lands Jurisdiction&lt;br /&gt;
*Kingdom Corruption Inquiry&lt;br /&gt;
&lt;br /&gt;
The overprotective big sister princesses, the bossy nosy&lt;br /&gt;
caring girls. KDEF princesses have a tough and often&lt;br /&gt;
thankless job, defending kingdoms from whatever&lt;br /&gt;
threatens them, so you could maybe forgive them for&lt;br /&gt;
being a bit uptight and strict about things. They do&lt;br /&gt;
care. Their hearts are in the right place. They could just&lt;br /&gt;
stand to be a teensy bit more relaxed about things.&lt;br /&gt;
&lt;br /&gt;
==== [RARC] Royal Architects (T4) ====&lt;br /&gt;
design stuff, build stuff, repair stuff&lt;br /&gt;
this whole place would collapse without them&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Increased Construction Funding&lt;br /&gt;
* Study Into Alternate Construction Techniques&lt;br /&gt;
* Frontier Kingdom Inspection Tour&lt;br /&gt;
&lt;br /&gt;
The construction princesses, the calm capable builder&lt;br /&gt;
girls. Mostly responsible for the creation and&lt;br /&gt;
maintenance of buildings within the known kingdoms.&lt;br /&gt;
Very big on doing things once and doing them right.&lt;br /&gt;
Get a bit tetchy about makeshift work, or rushed jobs,&lt;br /&gt;
or temporary jury-rigged okay-for-now solutions that&lt;br /&gt;
become permanent because it&#039;s just easier not to think&lt;br /&gt;
about that particular thing, when we&#039;ve got a dozen&lt;br /&gt;
other more important things to think about right at the&lt;br /&gt;
minute, and also always.&lt;br /&gt;
&lt;br /&gt;
;Buildings&lt;br /&gt;
Sometimes made of solidified magic, sometimes made&lt;br /&gt;
of physical materials, and quite often modified from&lt;br /&gt;
buildings found beyond the borders, in the wild lands.&lt;br /&gt;
There&#039;s no set architectural style in Princess World,&lt;br /&gt;
and aesthetics vary wildly between (and even within)&lt;br /&gt;
kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== [NOT] Noble Traders (T4) ====&lt;br /&gt;
they have what you want&lt;br /&gt;
but oh will you pay for it&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* New Frontier Kingdom Tax&lt;br /&gt;
* Block On Funding Increases&lt;br /&gt;
* Petition For Freedom Of Trade&lt;br /&gt;
&lt;br /&gt;
The profit princesses, the savvy merchant girls. NOT is&lt;br /&gt;
made up of financially-minded princesses who put&lt;br /&gt;
themselves in charge of most of the trading in this&lt;br /&gt;
Princess World. The Noble Traders don&#039;t have a&lt;br /&gt;
monopoly on economic matters, but wherever there&#039;s&lt;br /&gt;
profit to be made you&#039;re likely to find them. Despite&lt;br /&gt;
their reputation for hard-nosed deals and profit-aboveall&lt;br /&gt;
short sightedness, the Noble Traders are still&lt;br /&gt;
princesses and generally have good intentions. They&lt;br /&gt;
just get really excited about money, is all.&lt;br /&gt;
&lt;br /&gt;
;Fortunes&lt;br /&gt;
Copper, silver, and gold coins formed of solidified luck;&lt;br /&gt;
the standard currency of Princess World. The exchange&lt;br /&gt;
rate goes three copper fortunes to a silver fortune, three&lt;br /&gt;
silver fortunes to a gold fortune. One Treasure is&lt;br /&gt;
roughly equivalent to ten gold fortunes.&lt;br /&gt;
&lt;br /&gt;
==== [WALL] Strongwall Group (T3) ====&lt;br /&gt;
control expansion, strengthen borders&lt;br /&gt;
zero chill&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Block Border Expansion&lt;br /&gt;
* Block Frontier Kingdom Founding&lt;br /&gt;
* Border Expansion Tax&lt;br /&gt;
* Increased Development Funding&lt;br /&gt;
&lt;br /&gt;
Very serious princesses who just can&#039;t be having with&lt;br /&gt;
all the nonsense going on in this Princess World. They&lt;br /&gt;
advocate for consolidation rather than expansion and&lt;br /&gt;
believe that tighter regulations would help curb all of&lt;br /&gt;
these wild surges and collapsing kingdoms and so&lt;br /&gt;
forth, out on the border.&lt;br /&gt;
They often make valid points, but have absolutely no&lt;br /&gt;
sense of humour.&lt;br /&gt;
&lt;br /&gt;
==== [EXU] Exploration Unlimited (T2) ====&lt;br /&gt;
explore the wilds, prod things with sticks&lt;br /&gt;
kind of fun but not so responsible&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Deep Wild Lands Expedition&lt;br /&gt;
* Excursion To Interesting Spot&lt;br /&gt;
&lt;br /&gt;
Bold princesses who thirst for adventure, living for the&lt;br /&gt;
thrill of discovery and poking things with sticks to see&lt;br /&gt;
what happens. If it involves going somewhere new or&lt;br /&gt;
uncovering lost mysteries then EXU will likely already&lt;br /&gt;
be tangled up in it before the other factions have even&lt;br /&gt;
begun discussing the matter.&lt;br /&gt;
&lt;br /&gt;
==== [LAND] Brave New Lands (T3) ====&lt;br /&gt;
expand borders, secure land, commission studies&lt;br /&gt;
unexciting but important&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
*Border Expansion Funding&lt;br /&gt;
*Commission Shield Study&lt;br /&gt;
&lt;br /&gt;
Cautious princesses who advocate for moderation in all&lt;br /&gt;
things, except moderation itself. Not very exciting but&lt;br /&gt;
exceptionally organised, and responsible for a lot of&lt;br /&gt;
sensible studies into practical matters that lead to&lt;br /&gt;
genuine progression. Eventually. Very eventually.&lt;br /&gt;
&lt;br /&gt;
==== [UNL] Universal Librarians (T3) ====&lt;br /&gt;
explore rogue libraries, reclaim lost knowledge&lt;br /&gt;
even cooler than they sound&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Rogue Library Excursion&lt;br /&gt;
* Petition For Priority Rogue Library Access&lt;br /&gt;
* Funding For Research Training&lt;br /&gt;
* Block Library Access To Unqualified Princesses&lt;br /&gt;
&lt;br /&gt;
Quietly competent princesses with a well-earned&lt;br /&gt;
reputation for sensibility. Librarians seek out rogue&lt;br /&gt;
libraries in the wild lands, in order to snatch lost&lt;br /&gt;
knowledge from within. Very concerned with the&lt;br /&gt;
proper archival and protection of information.&lt;br /&gt;
&lt;br /&gt;
;Rogue Library&lt;br /&gt;
Dangerously unpredictable places, even for the wild&lt;br /&gt;
lands. Filled with monsters, traps, puzzles, and treasure&lt;br /&gt;
—in the form of books, newspapers, papers, and other&lt;br /&gt;
written records. The things found in a rogue library&lt;br /&gt;
might be from centuries ago, or last Tuesday, or another&lt;br /&gt;
world entirely. It&#039;s said that nothing is ever truly lost, in&lt;br /&gt;
this Princess World; after all, it could always turn up in&lt;br /&gt;
a rogue library.&lt;br /&gt;
&lt;br /&gt;
==== [GUCO] Guidance Collective (T2) ====&lt;br /&gt;
very pleased when everyone is behaving&lt;br /&gt;
very scary when they&#039;re not&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Annual Cross Stitch Contest&lt;br /&gt;
* Behavioural Inspection Tour&lt;br /&gt;
* Assault On Fairy Gem Smuggling Operation&lt;br /&gt;
&lt;br /&gt;
Very concerned with princess-fairy relations, making&lt;br /&gt;
sure fairies aren&#039;t being mistreated and also behaving&lt;br /&gt;
properly and just generally that everyone&#039;s being lovely.&lt;br /&gt;
Given that most princesses have a deep and&lt;br /&gt;
untouchable respect for fairies, and that most fairies&lt;br /&gt;
would sooner give up their wings than mess with a&lt;br /&gt;
princess&#039;s biz, GUCO princesses mostly go around&lt;br /&gt;
checking that everyone&#039;s behaving and then being&lt;br /&gt;
really pleased when that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
They can be pretty scary in the rare cases when&lt;br /&gt;
someone isn&#039;t behaving, though. The power and fury of&lt;br /&gt;
their disappointment can be unnerving to behold.&lt;br /&gt;
&lt;br /&gt;
==== [HUG] Hunter Guild (T3) ====&lt;br /&gt;
hunt monsters, kill monsters&lt;br /&gt;
brag about hunting and killing monsters&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Wild Lands Hunting Expedition&lt;br /&gt;
* Increased Funding For Anti-Elemental Weapons&lt;br /&gt;
&lt;br /&gt;
Sporty princesses who enjoy outdoor activities,&lt;br /&gt;
especially if said activities at some point involve a jolly&lt;br /&gt;
stirring fight with a few dozen giant spiders, or a&lt;br /&gt;
dragon, or a nice big juicy elemental. As the old saying&lt;br /&gt;
goes, &amp;quot;If you got monsters and you don&#039;t want&lt;br /&gt;
monsters, Hunter Guild.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== [STAR] Wandering Stars (T3) ====&lt;br /&gt;
plunge into the wild lands in moving castles&lt;br /&gt;
crazy but amazing&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Block Wild Lands Entry (While Working)&lt;br /&gt;
* Excursion To Stabilise Chaotic Area&lt;br /&gt;
&lt;br /&gt;
Wild and crazy princesses who travel around in their&lt;br /&gt;
moving castles, plunging deep into the wild lands,&lt;br /&gt;
battling powerful elementals, and calming huge&lt;br /&gt;
destructive wild surges before they can erupt. Not often&lt;br /&gt;
welcome at the more civilised type of princess party,&lt;br /&gt;
but without them things would be even wilder and less&lt;br /&gt;
stable than they are now. They don&#039;t get a lot of credit&lt;br /&gt;
(people who specialise in preventing disasters rarely do;&lt;br /&gt;
after all, the best case scenario is &#039;nothing happened&#039;)&lt;br /&gt;
but a Wandering Star isn&#039;t in it for fame or riches or&lt;br /&gt;
recognition. They know they&#039;re making a difference.&lt;br /&gt;
Also they get to travel into the really WILD parts of&lt;br /&gt;
the wild lands. Wandering Stars see things that most&lt;br /&gt;
princesses, even in this strange and wondrous world,&lt;br /&gt;
couldn&#039;t even dream of.&lt;br /&gt;
&lt;br /&gt;
;Moving Castle&lt;br /&gt;
&#039;Castle&#039; is used as a term of convenience, because they&lt;br /&gt;
can look like anything. Although quite a few do at least&lt;br /&gt;
superficially resemble actual castles, there are also&lt;br /&gt;
airships, cottages, mechanical spiders, massive fish&lt;br /&gt;
bowls, clockwork owls, crystal clusters, miniature&lt;br /&gt;
inverted mountains with legs, giant GIANT giant&lt;br /&gt;
living chests, walking trees, and there&#039;s at least one that&lt;br /&gt;
looks like an enormous banana. The commonality that&lt;br /&gt;
all moving castles share is that they&#039;re big enough for a&lt;br /&gt;
handful of princesses to live in, they&#039;re to some degree&lt;br /&gt;
self-sufficient, and they have some means of moving&lt;br /&gt;
around, in order to get right to where the big problems&lt;br /&gt;
are.&lt;br /&gt;
&lt;br /&gt;
==== [SLI] Starlight Investigations (T1) ====&lt;br /&gt;
investigate mysteries, solve crimes&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Study Into Investigative Techniques&lt;br /&gt;
* Puzzle Contest&lt;br /&gt;
&lt;br /&gt;
Relatively new faction comprised of mystery-loving&lt;br /&gt;
princesses. There&#039;s speculation that they create most of&lt;br /&gt;
the mysteries they solve themselves, unconsciously&lt;br /&gt;
using their reality-altering princess powers to manifest&lt;br /&gt;
bizarre circumstances and unlikely coincidences.&lt;br /&gt;
There&#039;s been some research in this phenomenon, but&lt;br /&gt;
for some reason the researchers always end up&lt;br /&gt;
embroiled in some twisted mystery or convoluted&lt;br /&gt;
conspiracy before they can come to any conclusions.&lt;br /&gt;
&lt;br /&gt;
==== [NIMO] Nice Monsters (T0) ====&lt;br /&gt;
nice monsters?&lt;br /&gt;
I guess?&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Petition For Recognition Of Nice Monster Existence&lt;br /&gt;
&lt;br /&gt;
Apparently an official faction, although who knows&lt;br /&gt;
when or how it was approved. In any case NIMO&lt;br /&gt;
appears to be dedicated to furthering the cause of socalled&lt;br /&gt;
&#039;nice monsters&#039;, if such a thing could even be said&lt;br /&gt;
to exist. Still, stranger things have happened, in this&lt;br /&gt;
world we call Princess.&lt;br /&gt;
&lt;br /&gt;
==== [ATT] Afternoon Tea Time (T3) ====&lt;br /&gt;
wonderful parties, splendid food, marvellous gossip&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Study Into Decoration Magic&lt;br /&gt;
* Increased Funding For Parties&lt;br /&gt;
* Funding For Charm Lessons&lt;br /&gt;
&lt;br /&gt;
The party princesses, the talky popular social girls.&lt;br /&gt;
ATT are primarily concerned with putting on parties&lt;br /&gt;
and making sure everyone&#039;s having a good time, or at&lt;br /&gt;
least ensuring conditions are optimal for good-timehaving.&lt;br /&gt;
Not every party is under the jurisdiction of&lt;br /&gt;
ATT but almost all of the really big events in Princess&lt;br /&gt;
World are entrusted to their care.&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
An informal or formal gathering of princesses, most&lt;br /&gt;
likely with tea and snacks, and some manner of&lt;br /&gt;
decoration, and probably a lot of chatting. Regularly&lt;br /&gt;
meeting with other princesses is essential for good&lt;br /&gt;
etheric circulation; a princess alone tends to get a bit&lt;br /&gt;
tightly focused on her speciality and responsibilities&lt;br /&gt;
and so on, and often goes a bit weird.&lt;br /&gt;
&lt;br /&gt;
;Etheric Circulation&lt;br /&gt;
The natural flow of etheric energy through a magical&lt;br /&gt;
entity, such as a princess. Princesses both attract and&lt;br /&gt;
exude magic, storing it in their bodies and focusing it&lt;br /&gt;
outwards in a variety of ways, both actively and&lt;br /&gt;
passively. Some princesses are extremely aware of&lt;br /&gt;
magic, others completely unconscious. If etheric&lt;br /&gt;
circulation is poor, such as in the case of a princess not&lt;br /&gt;
having enough contact with other princesses or not using her magical abilities frequently enough, the&lt;br /&gt;
individual tends to get a bit intense and odd. In short,&lt;br /&gt;
it&#039;s important for princesses to keep busy and socialise&lt;br /&gt;
with other princesses on at least a semi-regular basis.&lt;br /&gt;
&lt;br /&gt;
==== [WILD] Wild Lands Protection Committee (T2) ====&lt;br /&gt;
protect the wild lands, stop elemental destruction&lt;br /&gt;
bit nutty&lt;br /&gt;
but maybe they have a point?&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Block Annual Wild Land Hunt&lt;br /&gt;
* Study Into Elemental Avoidance Techniques&lt;br /&gt;
* Tax On Elemental Destruction&lt;br /&gt;
&lt;br /&gt;
Odd faction with an equally odd amount of support,&lt;br /&gt;
both from young princesses not satisfied with the status&lt;br /&gt;
quo, and established princesses with perhaps too much&lt;br /&gt;
free time. WILD are concerned with the relentless (and&lt;br /&gt;
often reckless) intrusion into the wild lands, in&lt;br /&gt;
particular the unchecked killing of monsters and&lt;br /&gt;
elementals. They certainly raise some issues worthy of&lt;br /&gt;
consideration, but like many of the factions they get a&lt;br /&gt;
bit too intense about the things they care about. You&lt;br /&gt;
often find them turning up on the border, protesting&lt;br /&gt;
something or other that may or may not be important.&lt;br /&gt;
&lt;br /&gt;
==== [SPEC] Speculation Wildhearts (T3) ====&lt;br /&gt;
keep tabs on the wild lands&lt;br /&gt;
and also everything else&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Petition For Greater Surveillance Power&lt;br /&gt;
* Study Into Scrying Magic&lt;br /&gt;
&lt;br /&gt;
Watching. Always watching. SPEC mostly keeps track&lt;br /&gt;
of unusual activity near the borders, but who knows&lt;br /&gt;
how far their scrying and investigations really go. Their&lt;br /&gt;
motto is &amp;quot;Monitor, Track, Alert&amp;quot; and true to these&lt;br /&gt;
words they don&#039;t tend to take much direct action&lt;br /&gt;
themselves. They just notice things, and tell the people&lt;br /&gt;
those things might affect, and then continue their&lt;br /&gt;
observations.&lt;br /&gt;
&lt;br /&gt;
==== [LUX] Luxury Seekers (T1) ====&lt;br /&gt;
material comfort, glorious food, marvellous drinks&lt;br /&gt;
maybe a party, maybe a nap&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Petition For Fluffier Pillows&lt;br /&gt;
* Petition For More Parties&lt;br /&gt;
&lt;br /&gt;
Notoriously laid-back faction filled with princesses&lt;br /&gt;
who are principally concerned with exploring all of the&lt;br /&gt;
many and glorious possibilities of living in a world&lt;br /&gt;
where anything&#039;s possible, although they mostly do this by lounging about enjoying the seventh morning tea of&lt;br /&gt;
the day and discussing whether or not it&#039;s too early to&lt;br /&gt;
start afternoon tea.&lt;br /&gt;
Rumours of this faction having hidden depths are&lt;br /&gt;
easily dismissed. I mean&lt;br /&gt;
&lt;br /&gt;
==== [SUN] Sparkle Union (T0) ====&lt;br /&gt;
independent princesses having adventures&lt;br /&gt;
very casual&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Petition For Greater Official Recognition&lt;br /&gt;
* Grand Excursion Into Wild Lands&lt;br /&gt;
&lt;br /&gt;
Broad faction made up of independent princesses, most&lt;br /&gt;
of whom can&#039;t be having with all of this faction&lt;br /&gt;
nonsense. The Sparkle Union leans towards casual&lt;br /&gt;
rather than formal organisation and wield very little&lt;br /&gt;
political power, mostly because trying to get a bunch of&lt;br /&gt;
independent princesses all on the same page is more&lt;br /&gt;
difficult than herding cats. Still, SUN enjoys a large&lt;br /&gt;
diverse membership and has a philosophy of good faith&lt;br /&gt;
solidarity; if a Sparkle Union princess is in trouble then&lt;br /&gt;
she&#039;ll find every other nearby SUN princess at her side.&lt;br /&gt;
How useful they turn out to be is always a roll of the&lt;br /&gt;
dice, but at least they&#039;ll be there.&lt;br /&gt;
&lt;br /&gt;
==== [PORT] Teleportation Administration (T2) ====&lt;br /&gt;
the ones who pull you out when things go bad&lt;br /&gt;
completely nuts&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Study Into Teleportation Stability&lt;br /&gt;
* Remove Block On Experimental Teleportation&lt;br /&gt;
&lt;br /&gt;
Focused faction concerned with the expansion and&lt;br /&gt;
maintenance of the teleportation network that serves as&lt;br /&gt;
the primary means of transportation within Princess&lt;br /&gt;
World. PORT princesses have a reputation for&lt;br /&gt;
reliability and also being a bit nutty. They definitely&lt;br /&gt;
know their &#039;ports, at least.&lt;br /&gt;
&lt;br /&gt;
;Teleportation Circle&lt;br /&gt;
Catch-all term for the magical transportation device&lt;br /&gt;
installed in almost every kingdom. Teleportation circles&lt;br /&gt;
must be adapted to their surroundings in order to&lt;br /&gt;
function properly and as such have no standard design.&lt;br /&gt;
With that said they&#039;re quite often at least vaguely&lt;br /&gt;
circular. Teleportation circles allow safe and convenient&lt;br /&gt;
travel to other circles on the same network, but they&#039;re&lt;br /&gt;
notoriously temperamental, especially out near the&lt;br /&gt;
border with all that wild magic causing interference.&lt;br /&gt;
&lt;br /&gt;
==== [SCAR] Scarred Hearts (T3) ====&lt;br /&gt;
retired princesses&lt;br /&gt;
damaged, sarcastic, powerful&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* One Last Job&lt;br /&gt;
&lt;br /&gt;
Cynical princesses bearing multiple heart scars, often&lt;br /&gt;
forced into retirement early. Unique among the factions&lt;br /&gt;
in that they actively work to reduce the number of new&lt;br /&gt;
members. Viewed by others with a complex blend of&lt;br /&gt;
respect, compassion, and fear, SCAR are a cautionary&lt;br /&gt;
tale, a reminder of the cost princessing (especially&lt;br /&gt;
frontier princessing) can demand, and occasionally a&lt;br /&gt;
reckoning. When the Scarred Hearts decide something&lt;br /&gt;
has to happen, or more often has to stop, they are very&lt;br /&gt;
difficult to ignore.&lt;br /&gt;
&lt;br /&gt;
==== [MASK] Silver Masks (T5) ====&lt;br /&gt;
elite elemental and monster hunters&lt;br /&gt;
kind of scary&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Mega-Elemental Destruction Excursion&lt;br /&gt;
&lt;br /&gt;
The fightiest of princesses, the really scarily powerful&lt;br /&gt;
ones. They wear silver masks and favour simple&lt;br /&gt;
clothing, such as white cloaks with a subtle shimmer.&lt;br /&gt;
Not much for parties. Not much for princess politics.&lt;br /&gt;
But very much the princesses you want on your side,&lt;br /&gt;
when fighting is the answer to a problem.&lt;br /&gt;
&lt;br /&gt;
==== [????] Nowhere (T4) ====&lt;br /&gt;
don&#039;t exist&lt;br /&gt;
but if they did probably spec-ops and spies&lt;br /&gt;
but they don&#039;t&lt;br /&gt;
&lt;br /&gt;
Example Clocks&lt;br /&gt;
* Who Can Say&lt;br /&gt;
* No One Will Ever Know&lt;br /&gt;
&lt;br /&gt;
Nowhere is a faction of spies and special operations&lt;br /&gt;
princesses that does not exist. They don&#039;t engage in&lt;br /&gt;
clandestine operations for the good of Princess World,&lt;br /&gt;
definitely do not cultivate relationships with the more&lt;br /&gt;
talkative varieties of monsters, and certainly don&#039;t&lt;br /&gt;
associate with similarly non-existent rebel princesses.&lt;br /&gt;
All in all, a real headache to deal with. Fortunately&lt;br /&gt;
you&#039;ll never have to worry about that, because as has&lt;br /&gt;
been firmly established Nowhere does not exist.&lt;br /&gt;
&lt;br /&gt;
==== [O] The Circle (T6) ====&lt;br /&gt;
basically in charge of everything&lt;br /&gt;
technically neutral&lt;br /&gt;
hard to even get an appointment&lt;br /&gt;
&lt;br /&gt;
The big bosses, the princesses in charge. The Circle&lt;br /&gt;
rule from the First Palace, right in the middle of the&lt;br /&gt;
inner kingdoms. They make all the really big decisions&lt;br /&gt;
about Princess World, although most princesses have&lt;br /&gt;
never even met a Circle representative. If they get&lt;br /&gt;
involved with a frontier kingdom, out there on the&lt;br /&gt;
border, so very far removed from the concerns of the&lt;br /&gt;
inner kingdoms, then something must be going really&lt;br /&gt;
wrong.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89130</id>
		<title>Princess World—Frontier Kingdoms (FiD)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89130"/>
		<updated>2026-03-27T12:48:12Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Specifics */&lt;/p&gt;
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{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
— [[Courts_(PW)|Courts]]&lt;br /&gt;
— [[Glossary (IB) (FiD)|Glossary]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
&#039;&#039;&#039;Attributes &amp;lt;br&amp;gt;&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
* [[Actions (PW)#Lofty|Lofty]]&lt;br /&gt;
* [[Actions (PW)#Flowing|Flowing]]&lt;br /&gt;
* [[Actions (PW)#Supple|Supple]]&lt;br /&gt;
* [[Actions (PW)#Solid|Solid]]&lt;br /&gt;
[[Actions (PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Actions (PW)#Flash|Flash]]&lt;br /&gt;
* [[Actions (PW)#Swift|Swift]]&lt;br /&gt;
* [[Actions (PW)#Grace|Grace]]&lt;br /&gt;
* [[Actions (PW)#Pulse|Pulse]]&lt;br /&gt;
[[Actions (PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Actions (PW)#Stylish|Stylish]]&lt;br /&gt;
* [[Actions (PW)#Chatty|Chatty]]&lt;br /&gt;
* [[Actions (PW)#Foxy|Foxy]]&lt;br /&gt;
* [[Actions (PW)#Tender|Tender]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courts &amp;lt;br&amp;gt;&lt;br /&gt;
[[Courts_(PW)#Insight|Insight]] &lt;br /&gt;
* [[Courts_(PW)#Caller|Caller]]&lt;br /&gt;
* [[Courts_(PW)#Witch|Witch]]&lt;br /&gt;
[[Courts_(PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Courts_(PW)#Knight|Knight]]&lt;br /&gt;
* [[Courts_(PW)#Dancer|Dancer]]&lt;br /&gt;
[[Courts_(PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Courts_(PW)#Diva|Diva]]&lt;br /&gt;
* [[Courts_(PW)#Darling|Darling]]&lt;br /&gt;
[[Courts_(PW)#Errant|Errant]]&lt;br /&gt;
* [[Courts_(PW)#Wildheart|Wildheart]]&lt;br /&gt;
* [[Courts_(PW)#Artificer|Artificer]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Coteries&lt;br /&gt;
# &#039;&#039;&#039;[[Cabal (FiD)|Cabal]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cartel (FiD)|Cartel]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cult (FiD)|Cult]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Delvers (FiD)|Delvers ]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Glimmers (FiD)|Glimmers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Manhunters (FiD)|Manhunters]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Soldiers (FiD)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Travelers (FiD)|Travelers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Troupe (FiD)|Troupe]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Wardens (FiD)|Wardens]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Specifics ==&lt;br /&gt;
* [[Princess Character Creation (PW)|Princess Character Creation]]&lt;br /&gt;
* [[Kingdom Creation &amp;amp; Growth (PW)|Kingdom Creation &amp;amp; Growth]]&lt;br /&gt;
* [[Princess Abilities (PW)|Princess Abilities]]&lt;br /&gt;
* [[Gameplay (PW)|Gameplay]]&lt;br /&gt;
* [[Environment (PW)|Environment]]&lt;br /&gt;
* [[Adventures (PW)|Adventures]]&lt;br /&gt;
* [[Downtime (PW)|Downtime]]&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
* [[Princess Academy (PW)|Princess Academy]]&lt;br /&gt;
&lt;br /&gt;
== Campaign == &lt;br /&gt;
* [[Log (BiD)| Log]]&lt;br /&gt;
* [[Factions (BiD)| Factions]]&lt;br /&gt;
&lt;br /&gt;
=== Kingdoms ===&lt;br /&gt;
==== Nutopia ====&lt;br /&gt;
: [[Nagalila, the Boa Princess (PW)|Nagalila, the Boa Princess]]&lt;br /&gt;
: [[Clover the Bunny Princess (PW)|Clover, the Bunny Princess]]&lt;br /&gt;
: [[Claire Princess of Chains (PW)|Claire, Princess of Chains]]&lt;br /&gt;
: [[Lila the Lost Princess (PW)|Lila the Lost Princess]]&lt;br /&gt;
&lt;br /&gt;
==== Bonsai Garden ====&lt;br /&gt;
:[[Arietta Princess of Bonsai (FiD)|Arietta Princess of Bonsai]]&lt;br /&gt;
:[[Sakura Princess of Cherry Flowers (FiD)|Sakura Princess of Cherry Flowers]]&lt;br /&gt;
:[[Granny Poppy, Princess of Knitting (FiD)|Granny Poppy, Princess of Knitting, Faction Representative for the Guidance Collective]] &lt;br /&gt;
:[[Clarity Shoal, Princess of Piranhas (FiD)|Clarity Shoal, Princess of Piranhas. Faction Representative for the Sparkle Union]]&lt;br /&gt;
&lt;br /&gt;
==== Dance Academy ====&lt;br /&gt;
:[[Grace Princess of Grace (FiD)|Grace Princess of Grace]]&lt;br /&gt;
:[[Hussar Princess of Sabers (FiD)|Hussar Princess of Sabers]]&lt;br /&gt;
:[[Tutu Princess of Ballet (FiD)|Tutu Princess of Ballet]]&lt;br /&gt;
&lt;br /&gt;
:[[Celeste Princess of Stars (FiD)|Celeste Princess of Stars]]&lt;br /&gt;
&lt;br /&gt;
==== Tinker Tavern ====&lt;br /&gt;
: [[Princess Aurora, Princess of Clockwork (FiD)|Princess Aurora, Princess of Clockwork]]&lt;br /&gt;
: [[Princess Luna, Princess of Alchemy (FiD)|Princess Luna, Princess of Alchemy]]&lt;br /&gt;
: [[Princess Ember, Princess of Blacksmithing (FiD|Princess Ember, Princess of Blacksmithing]]&lt;br /&gt;
: [[Princess Ivy, Princess of Herbalism (FiD)|Princess Ivy, Princess of Herbalism]]&lt;br /&gt;
&lt;br /&gt;
== Blades Action Conversion ==&lt;br /&gt;
* [[Aspect to Action (FiD)|Aspect to Action]]&lt;br /&gt;
* [[Princess Abilities Blades (FiD)|Princess Abilities Blades]]&lt;br /&gt;
* [[Actions (PW)|Actions]]&lt;br /&gt;
* [[Courts (PW)|Courts]]&lt;br /&gt;
&lt;br /&gt;
=== Old Stuff ===&lt;br /&gt;
* [[Princess Special Abilities (FiD)|Special Abilities]]&lt;br /&gt;
&lt;br /&gt;
=== Imports from PDF ===&lt;br /&gt;
This is copy-pasted form the PDF, with minimal formatting.&lt;br /&gt;
* [[Characters (PW)|Characters]] Page 2-30&lt;br /&gt;
* [[Kingdom Creation &amp;amp; Growth (PW)|Kingdom Creation &amp;amp; Growth]] Page 31-53&lt;br /&gt;
* [[Playing the Game (PW)|Playing the Game]] Page 54-102&lt;br /&gt;
* [[Dictionary (PW)|Dictionary]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.dropbox.com/home/Games/Blades%20in%20the%20dark/Princess%20World%20-%20Frontier%20Kingdoms Princess Kingdoms@DropBox]&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Environment_(PW)&amp;diff=89129</id>
		<title>Environment (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Environment_(PW)&amp;diff=89129"/>
		<updated>2026-03-27T12:44:40Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the Chaos  of a nearby kingdom&lt;br /&gt;
by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos + Wild.&lt;br /&gt;
&lt;br /&gt;
* Every &#039;&#039;&#039;1&#039;&#039;&#039; rolled indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
* Any &#039;&#039;&#039;6s&#039;&#039;&#039; rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
* Any set of &#039;&#039;&#039;doubles&#039;&#039;&#039; indicates a kingdom-wide [[Princess_Abilities_(PW)#Wild_Magic_Surge|wild magic surge]], which can manifest in many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3, 2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger an extra powerful kingdom-wide wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found [[Princess_Abilities_(PW)#Wild_Magic_Surge|Here]].&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89128</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89128"/>
		<updated>2026-03-27T12:43:21Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Example Effects and Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
&lt;br /&gt;
The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
Position describes how dangerous or troublesome the action is. The three Positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; A clear opportunity with little opposition.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; A contest on even footing.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; A serious disadvantage or immediate danger.&lt;br /&gt;
&lt;br /&gt;
By default, Action rolls are Risky. Worsen Position to Desperate when the situation is especially dangerous. Improve it to Controlled when the situation is favorable. If there is no real danger, do not roll, or use a [[#Fumble Roll|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get?&lt;br /&gt;
In a contest with another actor, Position reflects their Effect. A Desperate Position implies they have Great Effect. A Controlled Position implies they have Limited Effect.&lt;br /&gt;
&lt;br /&gt;
You do not need to decide on the exact Consequence at this point, the GM may offer hints but its often easier to decide the exact Consequence after the roll.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Effect describes how much the action accomplishes on success. The five Effect levels are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great:&#039;&#039;&#039; More than expected; additional benefit or advantage.&lt;br /&gt;
* &#039;&#039;&#039;Standard:&#039;&#039;&#039; The intended result.&lt;br /&gt;
* &#039;&#039;&#039;Limited:&#039;&#039;&#039; A partial or weakened result; something remains undone.&lt;br /&gt;
* &#039;&#039;&#039;None:&#039;&#039;&#039; No meaningful effect.&lt;br /&gt;
* &#039;&#039;&#039;Negative:&#039;&#039;&#039; The action cannot succeed without first improving Effect.&lt;br /&gt;
&lt;br /&gt;
The initial Effect is usually Standard. Increase it when the princess has a clear advantage. Reduce it when she is unprepared, outmatched, or using an unsuitable Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess holds a defensive position, with clear ground and time to prepare, as a group of slimes approaches. The GM sets Effect at Great; she can deal with them efficiently and secure the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess attempts to calm a crowd after all the brooms in the kingdom come to life. She is known and respected, but the crowd is large and panicked. The GM sets Effect at Standard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess confronts a raging fire elemental in a collapsing environment, with no preparation and little room to maneuver. The GM sets Effect at Limited; even on a success, she can only make limited progress in these conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, other factors may modify Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
An unusual or poorly suited Action may reduce Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources, support, and overall power.&lt;br /&gt;
&lt;br /&gt;
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess from a Tier 1 kingdom attempts to influence a Tier 4 princess. If the base Effect is Standard, it is reduced to Negative and needs two Effect increases to even get to Limited.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.&lt;br /&gt;
&lt;br /&gt;
==== Critical ====&lt;br /&gt;
A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player&#039;s control. &lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
Before the roll, players can adjust Position and Effect by the following options.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Push by spending 2 Stress or accepting a [[#Devil&#039;s Bargain|Devil’s Bargain]].&lt;br /&gt;
&lt;br /&gt;
==== Trade Position for Effect ====&lt;br /&gt;
Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
This can only be done once per roll. Position cannot be worsened beyond Desperate.&lt;br /&gt;
&lt;br /&gt;
==== Set Up ====&lt;br /&gt;
Another princess may use teamwork to [[#Set Up|Set Up]] the action. See [[#Teamwork|Teamwork]].&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that &#039;&#039;&#039;cannot be Resisted&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
Roll a number of dice equal to the rating in the chosen Action.&lt;br /&gt;
&lt;br /&gt;
Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d Reduce Effect, taking a shortcut or easier approach&lt;br /&gt;
: +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]])&lt;br /&gt;
: +1d A non-player character with relevant abilities helps out&lt;br /&gt;
: +1d The situation requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest. &lt;br /&gt;
This is not a good situation.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; The action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action along. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve what you wanted to, but also suffer a Consequence that may reduce the effect or land you in other problems.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Roll and Resolve ===&lt;br /&gt;
If you have 1d or more, roll that many dice and read the highest result.&lt;br /&gt;
&lt;br /&gt;
If you have zero dice, roll 2d and read the lowest result.  &lt;br /&gt;
If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.&lt;br /&gt;
&lt;br /&gt;
The roll determines the outcome, but the table interprets what it means in the fiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2–3 — Failure&#039;&#039;&#039; You fail and suffer the expected Consequence. The situation still moves forward.&lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed and avoid any Consequence.&lt;br /&gt;
* &#039;&#039;&#039;66 — Critical Success&#039;&#039;&#039; If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
A partial success is still a success. The action happens and progress is made, but with a cost.&lt;br /&gt;
&lt;br /&gt;
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.&lt;br /&gt;
&lt;br /&gt;
GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.&lt;br /&gt;
&lt;br /&gt;
Players: You can resist Consequences by spending Stress. You can also protect others by taking consequences on their behalf. Use these tools to manage risk and support each other.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and Consequences follow the same scale.&lt;br /&gt;
&lt;br /&gt;
In a contest, Position reflects the opposing force’s Effect. A Desperate Position means the opposition has Great Effect. A Controlled Position is equivalent to Limited Effect.&lt;br /&gt;
&lt;br /&gt;
Even without an active opponent, the situation itself can impose Consequences on the same scale.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* Effect is slanted or missing a minor detail&lt;br /&gt;
* Takes more time than expected&lt;br /&gt;
* Tick a clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Effect deviates, affecting more or less than desired&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Tick a clock twice&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed on a minor point of argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Desperate Position ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.&lt;br /&gt;
* Effect does what is vital, but otherwise goes completely wild&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or forced to act for the other side&lt;br /&gt;
* Fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a type of Consequence representing injury, shock, or loss of control.&lt;br /&gt;
Princesses recover quickly and rarely stay down for long.&lt;br /&gt;
&lt;br /&gt;
Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.&lt;br /&gt;
&lt;br /&gt;
If you take Harm at a level that is already filled, mark the next higher level instead. If Level 3 is already filled, additional Harm has no further effect.&lt;br /&gt;
&lt;br /&gt;
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
=== Recovery ===&lt;br /&gt;
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).&lt;br /&gt;
&lt;br /&gt;
At the end of an Adventure, clear all remaining Harm.&lt;br /&gt;
&lt;br /&gt;
=== Harm as Consequence ===&lt;br /&gt;
Harm may represent physical, emotional, or social setbacks.&lt;br /&gt;
&lt;br /&gt;
=== Harm Levels ===&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Minor injuries or distress. −1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Serious injury or loss of control. Reduced Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unable to act unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.&lt;br /&gt;
Create a clock when progress needs to be tracked over multiple actions.&lt;br /&gt;
&lt;br /&gt;
Most clocks are relatively short, a 4 tick clock handles most routine situations.&lt;br /&gt;
Long and complex problems may require long clocks, especially in downtime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Result !! Friendly Clock (Effect) !! Hostile Clock (Consequence)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039; || Clear all ticks || Fill clock&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Failure (2–3)&#039;&#039;&#039; || 1 tick || 2 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Success (4–5)&#039;&#039;&#039; || 2 ticks || 1 tick&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039; || 3 ticks || 0 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critical (66)&#039;&#039;&#039; || 5 ticks || Remove 1 tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect modifies ticks:&lt;br /&gt;
* Limited: −1 tick&lt;br /&gt;
* Great: +1 tick&lt;br /&gt;
&lt;br /&gt;
During an Adventure, rolls still carry Consequences as normal.&lt;br /&gt;
&lt;br /&gt;
In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.&lt;br /&gt;
&lt;br /&gt;
=== Hostile Clocks ===&lt;br /&gt;
Hostile clocks track threats, opposition, or danger that builds over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are sneaking through a guarded palace. A six-segment alarm clock tracks suspicion. Failed or noisy actions add ticks. When the clock fills, the alarm is raised and guards converge on their position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are aboard a damaged ship. A four-segment sinking clock tracks flooding. Each time it fills, a deck is flooded. After three decks are lost, the ship sinks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Rolls ==&lt;br /&gt;
You may make a Resistance Roll when you suffer a Consequence.&lt;br /&gt;
&lt;br /&gt;
Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given Consequence once.&lt;br /&gt;
&lt;br /&gt;
=== Effect ===&lt;br /&gt;
In general, resistance reduces a Consequence by two levels:&lt;br /&gt;
* Deadly → Controlled&lt;br /&gt;
* Standard or Controlled → avoided&lt;br /&gt;
&lt;br /&gt;
In especially dramatic situations, the GM may reduce it by only one level.&lt;br /&gt;
&lt;br /&gt;
Harm is reduced by one level when resisted.&lt;br /&gt;
&lt;br /&gt;
=== Roll ===&lt;br /&gt;
Roll the Attribute that best matches the Consequence:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental strain, magic, or knowledge&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm or exertion&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social pressure, emotional strain, or strange effects&lt;br /&gt;
&lt;br /&gt;
The GM chooses the Attribute.&lt;br /&gt;
&lt;br /&gt;
Mark 6 Stress minus the highest die result.&lt;br /&gt;
On a critical, clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&#039;&#039;Stella is struck by an elemental and would take Level 2 Harm: &amp;quot;Crushed.&amp;quot; She resists. The GM calls for Prowess. She rolls 2d and gets a 2 and a 1, marking 4 Stress. The Harm is reduced to Level 1: &amp;quot;Bruised Ribs.&amp;quot; &#039;&#039;&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls and Resistance Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.&lt;br /&gt;
&lt;br /&gt;
Roll as normal. Only a &#039;&#039;&#039;1&#039;&#039;&#039; matters; any other result is a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Use this roll when there is no risk, but the amount or quality of information is uncertain.&lt;br /&gt;
&lt;br /&gt;
Higher results provide clearer, more useful, or more detailed information.&lt;br /&gt;
&lt;br /&gt;
This is commonly used for observation, investigation, or routine tasks where outcome quality matters, such as advancing a [[#Progress Clocks|Progress Clock]] without immediate Consequences.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Downtime Rolls are made during downtime to determine how much progress is achieved.&lt;br /&gt;
&lt;br /&gt;
They have no Position. Effect still applies, but Position cannot be traded for Effect.&lt;br /&gt;
&lt;br /&gt;
Downtime Rolls do not generate Consequences, except on a Fumble.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.&lt;br /&gt;
&lt;br /&gt;
They are typically rolled as 1d6:&lt;br /&gt;
* 1: worst outcome&lt;br /&gt;
* 2–3: poor outcome&lt;br /&gt;
* 4–5: good outcome&lt;br /&gt;
* 6: best outcome&lt;br /&gt;
&lt;br /&gt;
The GM may modify the number of dice based on circumstances or advantage.&lt;br /&gt;
A common type of Fortune roll uses Tier for the number of dice to reflect how well a mechanism or group of people handles a situation.&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in several ways using teamwork.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
Assist another princess’s Action roll.&lt;br /&gt;
&lt;br /&gt;
Describe how you help and mark 1 Stress. They gain +1d.&lt;br /&gt;
&lt;br /&gt;
You may Assist even if you have no rating in the Action, as long as your help fits the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening a door as someone charges through, steadying them as they climb, offering a reassuring touch at a tea party, or exchanging a glance to bolster their confidence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action allows multiple princesses to act together.&lt;br /&gt;
&lt;br /&gt;
One princess leads and describes how the group approaches the task.&lt;br /&gt;
&lt;br /&gt;
Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.&lt;br /&gt;
&lt;br /&gt;
The leader marks 1 Stress for each participant whose best result is a &#039;&#039;&#039;1–3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;1&#039;&#039;&#039; is a fumble. The acting princess suffers a Consequence as normal.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
Step in to take a Consequence meant for another.&lt;br /&gt;
&lt;br /&gt;
Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action prepares the situation for a following Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you create an advantage, then make an Action roll.&lt;br /&gt;
&lt;br /&gt;
On a &#039;&#039;&#039;4+&#039;&#039;&#039;, the next Action gains +1 Effect.  &lt;br /&gt;
On a &#039;&#039;&#039;6&#039;&#039;&#039;, the GM may grant an additional benefit.&lt;br /&gt;
&lt;br /&gt;
A Set Up roll does not generate Effect of its own; it only improves the following Action.&lt;br /&gt;
&lt;br /&gt;
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.&lt;br /&gt;
&lt;br /&gt;
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource used to influence rolls and avoid consequences.&lt;br /&gt;
&lt;br /&gt;
* [[#Push|Push]] to improve Effect&lt;br /&gt;
* [[#Assist|Assist]] to give another princess +1d&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
A Heart Scar is a dramatic event that may alter the scene. The GM determines its immediate impact and what actions the princess can take.&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Outcomes ===&lt;br /&gt;
* Removed from the scene to recover&lt;br /&gt;
* Overcome with power and acts on it immediately&lt;br /&gt;
* Incapacitated, possibly returning at a dramatic moment&lt;br /&gt;
* Becomes the focus of the scene before collapsing&lt;br /&gt;
* The change is subtle, with effects emerging later&lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished.  &lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Cutting:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong?&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You avoid relying on others and isolate yourself, even when cooperation would help.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is too much. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets.&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. Is there even any point?&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; You ignore anything that challenges your view of the situation.&lt;br /&gt;
# &#039;&#039;&#039;Unsteady:&#039;&#039;&#039; Your movement is impaired. You may limp, shake, or lose balance under pressure.&lt;br /&gt;
# &#039;&#039;&#039;Supported:&#039;&#039;&#039; You cannot walk normally. You rely on a device, mount, or magic to move.&lt;br /&gt;
# &#039;&#039;&#039;Prosthetic:&#039;&#039;&#039; A part of your body has been replaced with magic. It functions, but lacks sensation.&lt;br /&gt;
# &#039;&#039;&#039;One-Eyed:&#039;&#039;&#039; You have lost an eye. You have a blind side and struggle with awareness in close situations.&lt;br /&gt;
# &#039;&#039;&#039;Transformed Limbs:&#039;&#039;&#039; Your limbs are powerful but unwieldy — suited for force, not finesse.&lt;br /&gt;
# &#039;&#039;&#039;Weapon Bond:&#039;&#039;&#039; Your weapon has fused with your body and cannot be set aside.&lt;br /&gt;
# &#039;&#039;&#039;Marked:&#039;&#039;&#039; You bear a visible physical change that cannot be hidden.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Specialty:&#039;&#039;&#039; Your body visibly reflects your Specialty and marks you as unusual.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Echoes:&#039;&#039;&#039; Your Specialty spontaneously generates tiny effects near you.&lt;br /&gt;
# &#039;&#039;&#039;Stress Echoes:&#039;&#039;&#039; Your power leaks out under pressure in uncontrolled ways.&lt;br /&gt;
# &#039;&#039;&#039;Spark Echoes:&#039;&#039;&#039; Your magic manifests unpredictably when you are low on Spark.&lt;br /&gt;
# &#039;&#039;&#039;Spark Aura:&#039;&#039;&#039; Your magic is visibly present and visibly fades as your Spark is spent.&lt;br /&gt;
&lt;br /&gt;
Optionally a princess may begin play with one Heart Scar. If she does, she may take up to five additional Heart Scars before being forced to retire instead of four.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars in Play ===&lt;br /&gt;
A Heart Scar is a dramatic, lasting change, but it does not define a princess completely. Different princesses react in different ways: embracing it, fighting it, hiding it, or redefining themselves through it.&lt;br /&gt;
&lt;br /&gt;
Heart scars are a known risk. They carry a mix of respect and unease. It is considered impolite to ask about them directly, they are spoken of with care. Supporting someone through a scar is a [[Actions_(PW)#Tender|Tender]] action.&lt;br /&gt;
&lt;br /&gt;
==== Player Guidance ====&lt;br /&gt;
Do not treat Heart Scars as a failure. They are part of play.&lt;br /&gt;
&lt;br /&gt;
A scar clears Stress and creates new roleplaying opportunities. A princess may retire after too many scars, but this is not the end of her story.&lt;br /&gt;
&lt;br /&gt;
==== GM Guidance ====&lt;br /&gt;
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.&lt;br /&gt;
&lt;br /&gt;
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.&lt;br /&gt;
&lt;br /&gt;
==== Retirement ====&lt;br /&gt;
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.&lt;br /&gt;
&lt;br /&gt;
She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.&lt;br /&gt;
&lt;br /&gt;
If she remains:&lt;br /&gt;
* She becomes a cohort under GM control&lt;br /&gt;
* She avoids situations related to the cause of her final scar&lt;br /&gt;
&lt;br /&gt;
If she leaves:&lt;br /&gt;
* The kingdom gains +6 Standing&lt;br /&gt;
* She becomes a contact&lt;br /&gt;
&lt;br /&gt;
On either path the kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Courts_(PW)&amp;diff=89127</id>
		<title>Courts (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Courts_(PW)&amp;diff=89127"/>
		<updated>2026-03-26T14:56:04Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
Every princess belongs to at least two social groups, a coterie — her closest friends, and a court — her professional peers. Courts are courses in the last years at Princess Academy, there you meet and work with others of similar interests. For many this is a liberating experience, allowing them to drop subjects they are just not interested in. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=left&lt;br /&gt;
! style=&amp;quot;padding:4px;&amp;quot; | &#039;&#039;&#039;Branch&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;padding:4px;&amp;quot; | &#039;&#039;&#039;Lead&#039;&#039;&#039;&lt;br /&gt;
! style=&amp;quot;padding:4px;&amp;quot; | &#039;&#039;&#039;Anchor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | &#039;&#039;&#039;Insight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Caller|Caller]]&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Witch|Witch]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | &#039;&#039;&#039;Prowess&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Knight|Knight]]&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Dancer|Dancer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | &#039;&#039;&#039;Resolve&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Diva|Diva]]&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Darling|Darling]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | &#039;&#039;&#039;Errant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Wildheart|Wildheart]]&lt;br /&gt;
| style=&amp;quot;padding:4px;&amp;quot; | [[#Artificer|Artificer]]&lt;br /&gt;
|}&lt;br /&gt;
Advanced studies at Princess Academy are divided into branches by Attribute (Insight, Prowess, Resolve) with a further maverick branch called Errant. In each group there are two courts — a lead court and an anchor court. These courts have long formal titles, but everyone uses their shorter, punchy names.&lt;br /&gt;
&lt;br /&gt;
Your court is not just a job description, it is a social network of princesses used to working together. &lt;br /&gt;
The &#039;&#039;lead&#039;&#039; courts are the instigators and portal figures of each branch, princesses accustomed to risk and direct action. &lt;br /&gt;
&#039;&#039;Anchors&#039;&#039; are the planners and maintainers, holding the fort and setting up for success.&lt;br /&gt;
A coterie usually has princesses that are a mix of courts, leads and anchors from various branches, all working to compliment each other. &lt;br /&gt;
&lt;br /&gt;
== Insight ==&lt;br /&gt;
Insight courts focus on magic. &lt;br /&gt;
It is a high-prestige, competitive branch, full of everyday rivalries and competitive displays.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caller ===&lt;br /&gt;
“Now, witness the power of my magic!”&lt;br /&gt;
: — Megumin (&#039;&#039;KonoSuba: God’s Blessing on This Wonderful World!&#039;&#039; (2016))&lt;br /&gt;
&lt;br /&gt;
As a caller, you are an Insight lead, the champion of magic. Nothing is too hard for you, no magic is too strong for you to use. Others study and refine; you act. You trust in your spell to carry the moment and shape the world directly. Others fiddle with detail; you know your spell can win, and that is what you live for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Lina Inverse (&#039;&#039;Slayers&#039;&#039; (1995)),&lt;br /&gt;
Sailor Mars / Rei Hino (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Megumin (&#039;&#039;KonoSuba: God’s Blessing on This Wonderful World!&#039;&#039; (2016)),&lt;br /&gt;
Glimmer (&#039;&#039;She-Ra and the Princesses of Power&#039;&#039; (2018)).&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Lofty 1&lt;br /&gt;
: Flowing 2&lt;br /&gt;
&lt;br /&gt;
==== Arcane Exploit ====&lt;br /&gt;
When you know a target’s vulnerability, your Insight rolls gain +1d and improved Position.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Push ====&lt;br /&gt;
When you push yourself on an Insight Action, it costs 1 Stress instead of 2.&lt;br /&gt;
&lt;br /&gt;
==== Bombastic Magic ====&lt;br /&gt;
When you focus an Insight Action with magic, choose one:&lt;br /&gt;
&#039;&#039;you float out of reach — you stun or confuse nearby enemies — a visible aura harms those close&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Crowdbreaker ====&lt;br /&gt;
When you push an Insight Action with magic and inflict any Harm on a gang, they are driven out of the scene and no longer provide Scale.&lt;br /&gt;
&lt;br /&gt;
==== Especially Special ====&lt;br /&gt;
When you use your [[Princess_Abilities_(PW)#Specialty|Specialty]] in an action roll, it manifests; choose one:&lt;br /&gt;
&#039;&#039;create a helpful environmental effect — impress someone — draw attention with an aura&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Flashy Devil ====&lt;br /&gt;
When you make an Insight Action with magic and accept a Devil’s Bargain, you gain +1d and increased Effect. In addition, you may choose one of the following as the consequence:&lt;br /&gt;
&#039;&#039;a towering surge of magic alerts everyone — people and objects nearby are caught up in the effect — you take level 3 Harm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Weapon Mastery ====&lt;br /&gt;
You can use your [[Princess_Abilities_(PW)#Weapon|Weapon]] to perform physical stunts at a distance with Flowing, such as grabbing, pulling, or swinging.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Witch ===&lt;br /&gt;
“Magic is not about power. It’s about understanding.”&lt;br /&gt;
: — Diana Cavendish (&#039;&#039;Little Witch Academia&#039;&#039; (2017))&lt;br /&gt;
&lt;br /&gt;
As a witch, you are an Insight anchor, a masterful generalist able to work a wide variety of magic useful in any situation. Let the Caller take center stage in battle, your world is so much wider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Kiki (&#039;&#039;Kiki’s Delivery Service&#039;&#039; (1989)),&lt;br /&gt;
Sailor Mercury / Ami Mizuno (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Homura Akemi (&#039;&#039;Puella Magi Madoka Magica&#039;&#039; (2011)),&lt;br /&gt;
Diana Cavendish (&#039;&#039;Little Witch Academia&#039;&#039; (2017)).&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Supple 2&lt;br /&gt;
: Solid 1&lt;br /&gt;
&lt;br /&gt;
==== Arcane Composure ====&lt;br /&gt;
+1d when rolling Insight to resist consequences.&lt;br /&gt;
&lt;br /&gt;
==== Book Casting ====&lt;br /&gt;
When you take time to read aloud from your spellbook, you may use Solid instead of another Insight Action when using magic.&lt;br /&gt;
&lt;br /&gt;
==== Eternal Spark ====&lt;br /&gt;
Take a deep breath and make a resistance roll using Insight. After paying the Stress, you regain Spark equal to 3 + the Stress cost, up to your maximum. &amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;The Stress cost may change in playtest.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Find Weakness ====&lt;br /&gt;
When you gather information on a target using Solid, on a success you learn its weaknesses, resistances, and vulnerabilities in addition to the information you would normally gain. You also gain +1d to engagement rolls when you know a relevant vulnerability.&lt;br /&gt;
&lt;br /&gt;
==== I Planned This ====&lt;br /&gt;
You may always use Solid for a setup action for yourself, either in the moment or as a flashback.&lt;br /&gt;
&lt;br /&gt;
==== Spark Cantrips ====&lt;br /&gt;
You can spend &#039;&#039;&#039;Spark&#039;&#039;&#039; to create minor magical effects related to your [[Princess_Abilities_(PW)#Specialty|Specialty]] or [[Princess_Abilities_(PW)#Weapon|Weapon]].&lt;br /&gt;
These effects are small, indirect, and cannot directly harm or overpower others but have high utility.&lt;br /&gt;
Use this for utility: spying, creating simple tools, fetching small objects, sending messages, and similar tricks.&lt;br /&gt;
&lt;br /&gt;
==== Spark Summon ====&lt;br /&gt;
You can spend 1 Spark and a moment of time to summon a creature you have previously defeated, befriended, or studied, perhaps in a Solid flashback. It remains until dismissed, the end of the scene, or it takes any consequence.&lt;br /&gt;
&lt;br /&gt;
Each summoned creature has one form of aid it can provide. Each time you call on that aid, spend 1 Spark:&lt;br /&gt;
&#039;&#039;the creature assists a specific action — the creature performs a physical task or service appropriate to its nature — the creature makes a single roll fighting on your behalf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the creature fights or performs a significant physical task, roll your [[Actions_(PW)#Solid|Solid]] to determine success. You are not at risk unless you assist or otherwise take part.&lt;br /&gt;
&lt;br /&gt;
==== Spark Weapon ====&lt;br /&gt;
You can use your Princess Weapon to create temporary physical effects.&lt;br /&gt;
&lt;br /&gt;
Spend Spark to create an effect based on your Princess Weapon, as if using [[Princess_Abilities_(PW)#Spellcraft|Spellcraft]].&lt;br /&gt;
&lt;br /&gt;
These effects can be large and reshape the environment: forming bridges, powering devices, suspending objects, or allowing extraordinary movement. The effect must clearly follow the nature of your Princess Weapon and lasts only a short time, never past the end of a scene.&lt;br /&gt;
&lt;br /&gt;
== Prowess ==&lt;br /&gt;
Prowess courts focus on magic of the body. &lt;br /&gt;
They train and develop themselves, becoming physical powerhouses or subtle shifters.&lt;br /&gt;
Competition is focused on some great athletic events within each court, between bouts princesses of Prowess get along.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
“I do what I believe is right, no matter the cost.”&lt;br /&gt;
: — Sailor Uranus / Haruka Tenoh (&#039;&#039;Sailor Moon&#039;&#039; (1992))&lt;br /&gt;
&lt;br /&gt;
As a knight you are a Prowess lead, the hero of her own story, the protector of your friends and the Princess Kingdoms. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Sailor Uranus / Haruka Tenoh (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Utena Tenjou (&#039;&#039;Revolutionary Girl Utena&#039;&#039; (1997)),&lt;br /&gt;
Erza Scarlet (&#039;&#039;Fairy Tail&#039;&#039; (2009)),&lt;br /&gt;
Ryuko Matoi (&#039;&#039;Kill la Kill&#039;&#039; (2013)).&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Flash 2&lt;br /&gt;
: Swift 1&lt;br /&gt;
&lt;br /&gt;
==== Full Tilt ====&lt;br /&gt;
When you push yourself on a Swift or Pulse Action, you may also choose one:&lt;br /&gt;
&#039;&#039;engage or disengage freely — your mount or vehicle is unharmed — draw the attention of onlookers onto yourself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Magic in Motion ====&lt;br /&gt;
When you push yourself on a Prowess Action, choose one:&lt;br /&gt;
&#039;&#039;take someone’s breath away — move with impossible agility — the place cannot harm you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Mighty ====&lt;br /&gt;
You are the strongest humanoid around, except for others with this ability.&lt;br /&gt;
When you perform a feat of strength, roll Flash.&lt;br /&gt;
When your strength gives you an advantage, increase Effect. &lt;br /&gt;
When performing a purely strength-based feat, increase Effect twice and you can achieve superhuman results.&lt;br /&gt;
&lt;br /&gt;
==== My Moment ====&lt;br /&gt;
Gain +1d when fighting alone. You cannot receive aid, including Assistance, setup actions, or Scale bonuses.&lt;br /&gt;
Your crew may act separately to prevent interference or remove opposition, but cannot directly assist you.&lt;br /&gt;
&lt;br /&gt;
==== My Turn ====&lt;br /&gt;
When there is a question about who acts first, it is you. If multiple characters have Reflexes, they act simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== Poised Push ====&lt;br /&gt;
When you push yourself on a Prowess Action, it costs 1 Stress instead of 2.&lt;br /&gt;
&lt;br /&gt;
==== Right on Time ====&lt;br /&gt;
When a fight breaks out, you can arrive on the scene immediately, as long as there is a plausible or even flimsy explanation.&lt;br /&gt;
&lt;br /&gt;
==== Unflinching ====&lt;br /&gt;
You ignore all penalties from Harm until you are Broken.&lt;br /&gt;
: Harm levels: Shaken → Hurt → Broken&lt;br /&gt;
&lt;br /&gt;
==== Unstoppable ====&lt;br /&gt;
When you push yourself on a Prowess Action, you may mark level 1 Harm to resist any consequence without having to roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dancer===&lt;br /&gt;
“You’ll have to catch me first!”&lt;br /&gt;
— Sailor Venus / Minako Aino (&#039;&#039;Sailor Moon&#039;&#039; (1992))&lt;br /&gt;
&lt;br /&gt;
As a dancer, you are a Prowess anchor, always ready to dodge trouble and find a better way. You move with grace and precision, slipping through danger and shielding others as you go. Shape dancers shift form and call on beasts as allies, adapting to the moment rather than meeting it head on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Sailor Jupiter / Makoto Kino (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Yoruichi Shihouin (&#039;&#039;Bleach&#039;&#039; (2004)),&lt;br /&gt;
Lisanna Strauss (&#039;&#039;Fairy Tail&#039;&#039; (2009)),&lt;br /&gt;
Sucy Manbavaran (&#039;&#039;Little Witch Academia&#039;&#039; (2017)).&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Grace 2&lt;br /&gt;
: Pulse 1&lt;br /&gt;
&lt;br /&gt;
==== Aware ====&lt;br /&gt;
You are always aware of spirits and supernatural phenomena nearby.&lt;br /&gt;
When you use Pulse to act on that awareness, increase Effect or improve Position.&lt;br /&gt;
&lt;br /&gt;
==== Beastcaller ====&lt;br /&gt;
When you reach out to a creature of animal intelligence, roll Pulse.&lt;br /&gt;
On a success, the result depends on your Effect.&lt;br /&gt;
* &#039;&#039;Limited:&#039;&#039; it does not treat you as a threat&lt;br /&gt;
* &#039;&#039;Standard:&#039;&#039; it shares simple information about its surroundings&lt;br /&gt;
* &#039;&#039;Great:&#039;&#039; it becomes a [[Princess_Abilities_(PW)#Companion|Companion]] for this Adventure or performs a simple task on your behalf&lt;br /&gt;
&lt;br /&gt;
You may only have one such creature with you at a time, and it will only go where it feels comfortable.&lt;br /&gt;
&lt;br /&gt;
==== Best Friend Forever ====&lt;br /&gt;
When you learn this ability, name another princess. When you help or Protect them, gain +1d to your roll.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
When you push yourself on a Grace Action, you may also choose one:&lt;br /&gt;
&#039;&#039;reach a seemingly impossible position — cause enemies to interfere with each other — avoid an incoming attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Guardian ====&lt;br /&gt;
When you Protect That Smile, gain +1d to your resistance roll and clear one Stress.&lt;br /&gt;
&lt;br /&gt;
==== How Dare You ====&lt;br /&gt;
When one of your friends is Broken, choose what caused it. You gain increased Effect on all actions against that target until the end of the Adventure.&lt;br /&gt;
&lt;br /&gt;
==== Many Forms ====&lt;br /&gt;
You can transform into alternate forms, ranging from a tiny fairy to a creature the size of a typical mount.&lt;br /&gt;
Choose or define a form the first time you assume it. Each form has a clear physical nature (such as swift, strong, flying, tiny, or monstrous) that determines what it can do.&lt;br /&gt;
When a form would give you an advantage, increase Effect. When it would impose a limitation, the GM may reduce Effect, change Position, or tell you it is impossible.&lt;br /&gt;
&lt;br /&gt;
If you take this ability a second time, you have three forms. If you take it a third time, you have many forms.&lt;br /&gt;
&lt;br /&gt;
==== My Very Best Friend ====&lt;br /&gt;
Name another princess. When you help that princess in an action or Protect That Smile on their behalf, spend one less Stress. If the princess you named takes a heart scar, mark two Stress and two Heart XP. If the princess you named retires due to heart scarring, mark eight Heart XP and four Stress.&lt;br /&gt;
&lt;br /&gt;
==== Poised Composure ====&lt;br /&gt;
+1d when rolling Prowess to resist consequences.&lt;br /&gt;
&lt;br /&gt;
==== Very Very Sneaky ====&lt;br /&gt;
When you push yourself in an action roll that involves avoiding attention or bypassing obstacles, choose one:&lt;br /&gt;
&#039;&#039;you move through doors or thin barriers — you leave no kind of trace — anyone who notices you doubts their own senses&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resolve ==&lt;br /&gt;
Resolve courts are entertainers, socialites, politicians, and best friends.&lt;br /&gt;
Everyone in this branch appears friendly and seem to love one another, but there is always an undercurrent of prestige and competition.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diva ===&lt;br /&gt;
“I’m going to be a star!”&lt;br /&gt;
: — Sailor Venus / Minako Aino (&#039;&#039;Sailor Moon&#039;&#039; (1992))&lt;br /&gt;
&lt;br /&gt;
As a diva, you are the face of any group, the one people will remember, drawing attention from everything else to where it belongs, to you. You set the tone of every scene, commanding eyes and voices alike, shaping how others act and feel. When you speak or perform, the moment bends around you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Sailor Venus / Minako Aino (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Nanami Kiryuu (&#039;&#039;Revolutionary Girl Utena&#039;&#039; (1997)),&lt;br /&gt;
Rebecca Bluegarden (&#039;&#039;Edens Zero&#039;&#039; (2021)),&lt;br /&gt;
Lynn Minmay (&#039;&#039;Super Dimension Fortress Macross&#039;&#039; (1982))&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Stylish 2&lt;br /&gt;
: Chatty 1&lt;br /&gt;
&lt;br /&gt;
==== Center Stage ====&lt;br /&gt;
When you push yourself on an action that involves speaking or drawing attention, choose one:&lt;br /&gt;
&#039;&#039;everyone looks at you — you appear striking and dramatic — your voice carries to everyone present&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Charming Push ====&lt;br /&gt;
When you push yourself on a Resolve Action, it costs 1 Stress instead of 2.&lt;br /&gt;
&lt;br /&gt;
==== Dramatic License ====&lt;br /&gt;
When you take 2 Stress, you may roll your best action rating while performing a different action.&lt;br /&gt;
&lt;br /&gt;
==== Lead Voice ====&lt;br /&gt;
When you lead a group action, you may roll [[Actions_(PW)#Stylish|Stylish]] regardless of the action.&lt;br /&gt;
You suffer only 1 Stress for every two participants who fail, rounding down.&lt;br /&gt;
&lt;br /&gt;
==== Misdirect ====&lt;br /&gt;
When you resist a consequence that would draw attention or blame to you, you may redirect it to someone else instead.&lt;br /&gt;
&lt;br /&gt;
==== Rally Hearts ====&lt;br /&gt;
When you perform or orate before a receptive audience, you may rally a temporary group appropriate to the situation. They act on your behalf, provide Scale, and remain for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
==== Shining Heart ====&lt;br /&gt;
When you perform, define the mood of the scene (brave, festive, gracious, romantic, solemn).&lt;br /&gt;
For the rest of the scene, actions that align with the mood gain improved Position or increased Effect.&lt;br /&gt;
&lt;br /&gt;
==== Star Power ====&lt;br /&gt;
Gain increased Effect when you perform or speak before an audience.&lt;br /&gt;
Your magic provides lighting and sound amplification.&lt;br /&gt;
&lt;br /&gt;
=== Darling ===&lt;br /&gt;
“It’s okay. You can lean on me.”&lt;br /&gt;
: — Lotte Jansson (&#039;&#039;Little Witch Academia&#039;&#039; (2017))&lt;br /&gt;
&lt;br /&gt;
You are everybody’s close friend without being anyone’s idol. You see what others could be, and gently, quietly draw it out of them. You stay close, offer comfort, and guide with a soft touch. People want to trust you, sometimes without knowing why.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Sailor Moon / Usagi Tsukino (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Anthy Himemiya (&#039;&#039;Revolutionary Girl Utena&#039;&#039; (1997)),&lt;br /&gt;
Lotte Jansson (&#039;&#039;Little Witch Academia&#039;&#039; (2017)),&lt;br /&gt;
Nui Harime (&#039;&#039;Kill la Kill&#039;&#039; (2013)).&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Foxy 2&lt;br /&gt;
: Tender 1&lt;br /&gt;
&lt;br /&gt;
==== At Your Side ====&lt;br /&gt;
When you assist another princess who pushes themselves on a roll, it costs you no Stress.&lt;br /&gt;
&lt;br /&gt;
==== Best Party Ever ====&lt;br /&gt;
When you indulge vice, you and those with you may roll your Tender instead of their lowest attribute to recover Stress.&lt;br /&gt;
&lt;br /&gt;
==== Charming Composure ====&lt;br /&gt;
+1d when rolling Resolve to resist consequences.&lt;br /&gt;
&lt;br /&gt;
==== Heart’s Whisper ====&lt;br /&gt;
When you use Foxy, you may cause the target to believe your suggestion was their own idea.&lt;br /&gt;
You always know when someone is trying to sway you, improving your Position in negotiation.&lt;br /&gt;
&lt;br /&gt;
==== Many Faces ====&lt;br /&gt;
When you create a disguise, it lasts for the entire Adventure.&lt;br /&gt;
You gain +1d to create and maintain disguises.&lt;br /&gt;
After a successful Engagement Roll, you may choose to have infiltrated the opposition, appearing later disguised as one of their members.&lt;br /&gt;
&lt;br /&gt;
==== Merchant Heart ====&lt;br /&gt;
At the end of each downtime phase, you may add 1 Treasure to the kingdom’s vault.&lt;br /&gt;
Gain +1d when you use Foxy to bargain, trade, or offer something of value.&lt;br /&gt;
&lt;br /&gt;
==== Shared Heart ====&lt;br /&gt;
When you lead a group action, each other participant gains +1d.&lt;br /&gt;
&lt;br /&gt;
==== Steady Heart ====&lt;br /&gt;
When you push yourself on a Tender action, choose one:&lt;br /&gt;
&#039;&#039;find a temporary contact — discreetly divert attention — ease tension&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Well Connected ====&lt;br /&gt;
During downtime and when gathering information, gain +1d to Resolve action rolls.&lt;br /&gt;
&lt;br /&gt;
== Errant ==&lt;br /&gt;
Errant courts do not officially exist.&lt;br /&gt;
Viewed with suspicion and even hostility, you have to keep a low profile, perhaps pretending to be in another court or having failed to graduate. &lt;br /&gt;
You may be able to fool the courts, but you cannot fool your coterie, those closest to you accept you but are still &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wildheart ===&lt;br /&gt;
“The power exists. It’s your duty to use it.”&lt;br /&gt;
: — Hama (&#039;&#039;Avatar: The Last Airbender&#039;&#039; (2005))&lt;br /&gt;
&lt;br /&gt;
You are an errant lead, and no one will let you forget it. If someone calls you a wildheart, they are being very polite; more common words are chaos witch and wildlander. You are attuned to the chaos of the wildlands, and draw on these forces, making you immensely powerful at the cost of the stability of whatever kingdom you are near.&lt;br /&gt;
&lt;br /&gt;
When you create Chaos in your own kingdom, you will have to deal with it. When your chaos spreads to other kingdoms, relations will almost always suffer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Queen Beryl (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Homura Akemi (&#039;&#039;Puella Magi Madoka Magica&#039;&#039; (2011)),&lt;br /&gt;
Croix Meridies (&#039;&#039;Little Witch Academia&#039;&#039; (2017)),&lt;br /&gt;
Viren (&#039;&#039;The Dragon Prince&#039;&#039; (2018)).&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Flowing 2&lt;br /&gt;
: Tender 1&lt;br /&gt;
 &lt;br /&gt;
==== Beast Heart ====&lt;br /&gt;
You have tamed or created a monster to serve you.&lt;br /&gt;
This works like a combination of two different types of [[Princess_Abilities_(PW)#Companion|Companion]] and can use [[Princess_Abilities_(PW)#Spellcraft|Spellcraft]] once in each scene without counting Spark. &lt;br /&gt;
Any action it rolls uses your [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
==== Open Defiance ====&lt;br /&gt;
When you openly defy the orders of an authority, you may Push at the cost of 1 Stress.&lt;br /&gt;
If you do, any consequences fall on you alone.&lt;br /&gt;
&lt;br /&gt;
==== Underdog ====&lt;br /&gt;
When you make an Action roll against a higher-Tier threat, gain +1d per Tier of difference.&lt;br /&gt;
&lt;br /&gt;
==== Wild Battler ====&lt;br /&gt;
You can use [[Princess_Abilities_(PW)#Wild_Magic|wild magic]] anywhere.&lt;br /&gt;
When you channel wild magic, increase Effect.&lt;br /&gt;
When a wild magic surge occurs, recover 1 Stress.&lt;br /&gt;
When you confront elementals, improve your Position.&lt;br /&gt;
&lt;br /&gt;
==== Wild Channel ====&lt;br /&gt;
When you reduce a kingdom’s Chaos, reduce your Stress by the same amount.&lt;br /&gt;
&lt;br /&gt;
==== Wild Harmony ====&lt;br /&gt;
You can use [[Princess_Abilities_(PW)#Wild_Magic|wild magic]] anywhere.&lt;br /&gt;
When you channel wild magic, you gain an additional +1d.&lt;br /&gt;
When you help to destroy an elemental near a kingdom, reduce the Chaos it would cause by 1.&lt;br /&gt;
&lt;br /&gt;
==== Wild Luck ====&lt;br /&gt;
Cause 1 Chaos to the nearest kingdom to declare that events fall into place in your favor. Introduce a single significant detail or coincidence that aids the current situation: a door is unlocked, the guards are away, a useful item or contact is at hand.&lt;br /&gt;
The detail must arise from the situation and cannot create something from nothing.&lt;br /&gt;
&lt;br /&gt;
==== Wild Push ====&lt;br /&gt;
You may cause 1 Chaos to the nearest kingdom to push yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Artificer ===&lt;br /&gt;
“Imperfection is beautiful… at least to me.”&lt;br /&gt;
: — Entrapta (&#039;&#039;She-Ra and the Princesses of Power&#039;&#039; (2018))&lt;br /&gt;
&lt;br /&gt;
An errant anchor, you have an ability elder princesses call evil, though they never explain how or why. You always had a talent for making things, especially magical ones, but it was hushed up. You likely trained among witches, then found others like you and practiced in secret.&lt;br /&gt;
&lt;br /&gt;
Even now it is dangerous to show what you can do. You may pass as a witch or caller, and your closest friends accept you, but you still draw worried glances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touchstones:&#039;&#039;&#039;  &lt;br /&gt;
Professor Tomoe (&#039;&#039;Sailor Moon&#039;&#039; (1992)),&lt;br /&gt;
Winry Rockbell (&#039;&#039;Fullmetal Alchemist: Brotherhood&#039;&#039; (2009)),&lt;br /&gt;
Mei Hatsume (&#039;&#039;My Hero Academia&#039;&#039; (2016)),&lt;br /&gt;
Entrapta (&#039;&#039;She-Ra and the Princesses of Power&#039;&#039; (2018)).&lt;br /&gt;
&lt;br /&gt;
;Starting Actions&lt;br /&gt;
: Supple 2&lt;br /&gt;
: Tender 1&lt;br /&gt;
&lt;br /&gt;
==== Chaos Lightning Rod ====&lt;br /&gt;
When you resist consequences from wild magic or elementals, you may reduce the nearest kingdom’s Chaos by 1.&lt;br /&gt;
&lt;br /&gt;
==== Crafty Creator ====&lt;br /&gt;
Gain increased Effect when you use Supple to build, repair, or understand something. In downtime, instead add +2 ticks when you use Supple on a long-term project.&lt;br /&gt;
&lt;br /&gt;
==== Forge Heart ====&lt;br /&gt;
During downtime, a number of princesses up to your [[Actions_(PW)#Tender|Tender]] each gain +1 downtime activity they can spend on any Insight Action. Each princess may gain only one additional downtime activity this way, and you may include yourself.&lt;br /&gt;
&lt;br /&gt;
==== Gadget Spark ====&lt;br /&gt;
When you take this ability, design a device using [[Princess_Abilities_(PW)#Spellcraft|Spellcraft]] with up to 3 Spark worth of effects.&lt;br /&gt;
The device can be used repeatedly and does not cost Spark. Its effects cannot be combined with normal Spellcraft.&lt;br /&gt;
If you include [[Princess_Abilities_(PW)#Storage|Storage]], the device can hold items for you, but it does not create new ones.&lt;br /&gt;
&lt;br /&gt;
You always roll [[Actions_(PW)#Supple|Supple]] when using the device, regardless of range. &lt;br /&gt;
The Spark value of an effect is still determined by the range at which it is used.&lt;br /&gt;
&lt;br /&gt;
You may redesign the device’s effects as a downtime action.&lt;br /&gt;
&lt;br /&gt;
==== Gadget Specialty ====&lt;br /&gt;
You create a device that allows you to use an additional [[Princess_Abilities_(PW)#Specialty|Specialty]] of your choice.&lt;br /&gt;
Even if multiple specialties apply, the bonus is never more than +1d.&lt;br /&gt;
&lt;br /&gt;
When you roll a critical or fumble with this device, it breaks as an additional consequence. You can repair it with a Supple roll, automatically at the end of an adventure. You can change the specialty it provides as a downtime action.&lt;br /&gt;
&lt;br /&gt;
==== Gadget Weapon ====&lt;br /&gt;
You can reconfigure your [[Princess_Abilities_(PW)#Weapon|Weapon]] into a different form with different abilities as a downtime action.&lt;br /&gt;
You can always roll Supple when using your [[Princess_Abilities_(PW)#Weapon|Weapon]], extending your range.&lt;br /&gt;
&lt;br /&gt;
==== Maverick Weapon ====&lt;br /&gt;
When you use your [[Princess_Abilities_(PW)#Weapon|Weapon]] as part of an action, choose one:&lt;br /&gt;
&#039;&#039;your attack gains an [[Princess_Magic_(PW)#Elemental|element]] — create an  [[Princess_Magic_(PW)#Elemental|element]] effect in the environment — your weapon transforms into another physical form&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Rebel Heart ====&lt;br /&gt;
+1d to all resistance rolls.&lt;br /&gt;
When you would take no Stress from a resistance roll, you may choose to take 1 Stress instead. If you do not, choose one:&lt;br /&gt;
&#039;&#039;a belief, hobby, or heart scar causes an issue — your specialty overloads — you become separated from your allies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Open Courts ==&lt;br /&gt;
Some abilities are taught to every princess.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
==== Additional Court ====&lt;br /&gt;
&#039;&#039;Prerequisite&#039;&#039;: You must have at least 1 rating in each of the court’s starting actions.&lt;br /&gt;
&lt;br /&gt;
Select another court. You gain access to its XP conditions and may choose its Special Abilities. You can take this ability multiple times, each time selecting a new court.&lt;br /&gt;
&lt;br /&gt;
==== Additional Companion ====&lt;br /&gt;
Select an additional [[Princess_Abilities_(PW)#Companion|Companion]] of a type you do not already have.&lt;br /&gt;
You may take this ability twice, for a total of three companions.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Princess_Abilities_(PW)&amp;diff=89126</id>
		<title>Princess Abilities (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Princess_Abilities_(PW)&amp;diff=89126"/>
		<updated>2026-03-26T14:52:45Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Healing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princesses are not sent into the world without first graduating from Princess Academy. You are a highly skilled and powerful individual in your own right.&lt;br /&gt;
&lt;br /&gt;
Your abilities are defined by several key aspects: your Specialty, which reflects what you embody; your Companion, who accompanies and supports you; your Spellcraft, which allows you to shape the world through Spark; and your connection to Wild Magic from the untamed wild lands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specialty ==&lt;br /&gt;
Perhaps most importantly, you&#039;re not just a generic magical princess. You are a princess of something. There are all sorts of princesses in this world — Dancing Princesses, Scientist Princesses, Tiny Princesses, Sword Princesses, List Princesses, Spooky Princesses, Sparkly Princesses — just so many kinds. A princess&#039;s specialty represents not just what the princess is good at, but also what she exemplifies. For example, a Tiny Princess isn&#039;t just (or even necessarily) small; she is an avatar of tininess. She stands for everything that makes being tiny special, interesting, and great.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Bonus ===&lt;br /&gt;
Any time your princess&#039;s specialty applies to an action roll, add +1d. This includes when you&#039;re commanding something related to your specialty, remembering facts about your specialty, talking to someone about your specialty, using a tool associated with your specialty, and so on. For example, if a Baking Princess is commanding her gingerbread warriors in battle, that&#039;s +1d. If she&#039;s making biscuits, +1d. If she&#039;s at a party and works the quality of the cakes being served into the conversation, +1d.&lt;br /&gt;
&lt;br /&gt;
=== Changing Specialties ===&lt;br /&gt;
It is rare for a princess to change her specialty. It represents a fundamental shift in who she is and what she stands for.&lt;br /&gt;
If a player wishes to change their princess&#039;s specialty, work with the GM to make it part of the story. This should be a dramatic moment, such as a quest, ceremony, or transformation in the wild lands.&lt;br /&gt;
If a princess retires, she may change her specialty so that a legacy character may carry on in her place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
All princesses have a special weapon they can summon and dismiss at will. This is a hand-held object that focuses the princess&#039;s power. It should be appropriate to your [[#Princess Specialty|Princess Specialty]] and personality. It may resemble a weapon or magical focus, but most are idiosyncratic — a mark of the princess&#039;s style.&lt;br /&gt;
&lt;br /&gt;
A princess weapon comes with an attack appropriate to its nature and her specialty.&lt;br /&gt;
&lt;br /&gt;
* The Princess of Coffee has a pot that sends out spouts of boiling coffee.&lt;br /&gt;
* The Princess of Birds sends waves of sharp feathers.&lt;br /&gt;
* The Princess of Jungles sends out lianas that grab and wrestle.&lt;br /&gt;
* The Princess of Pillows throws her pillow, making the target drowsy or asleep before it returns to her.&lt;br /&gt;
&lt;br /&gt;
Different weapons work better or worse against different targets, depending on vulnerabilities and resistances such as heat or cold. Some, like the lianas above, do not deal damage and instead incapacitate by other means.&lt;br /&gt;
&lt;br /&gt;
Weapons can also be used for simple physical tasks, such as pushing buttons or tripping creatures, but they cannot perform fine manipulation or broad utility.&lt;br /&gt;
&lt;br /&gt;
Depending on range, different Actions apply when using a weapon.&lt;br /&gt;
[[Actions_(PW)#Lofty|Lofty]] applies at long range, up to perhaps a hundred meters or more.&lt;br /&gt;
[[Actions_(PW)#Flowing|Flowing]] applies at close range, up to a dozen meters.&lt;br /&gt;
[[Actions_(PW)#Supple|Supple]], [[Actions_(PW)#Flash|Flash]], and [[Actions_(PW)#Swift|Swift]] apply within reach.&lt;br /&gt;
&lt;br /&gt;
If the weapon is lost or destroyed, the princess can use a downtime action to create a new one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Companion ==&lt;br /&gt;
Princesses often have companions accompanying them on their adventures. This can be a pet or a mount, either an animal or a tame monster. It can be a fairy, a human or human-like companion, or a conveyance like a ship or dragon.&lt;br /&gt;
&lt;br /&gt;
Companions mainly provide company and friendship, but can occasionally help in other ways. You can summon or dismiss these companions at will, though they are still living creatures with their own instincts and priorities. This does not apply to Person companions, who cannot be summoned or dismissed.&lt;br /&gt;
&lt;br /&gt;
Remember that you can Protect a companion.&lt;br /&gt;
&lt;br /&gt;
If you cannot decide on a companion right away, you can pick one up during play. If you want multiple companions, you must take the special ability [[Courts_(PW)#Additional Companion|Additional Companion]].&lt;br /&gt;
&lt;br /&gt;
==== Pet ====&lt;br /&gt;
A pet is a small animal or harmless monster that follows you around. It provides comfort, can fetch small items, and has an uncanny ability to escape danger and return to you, even if you have been tied up or imprisoned. This makes it useful for fetching keys or loosening your bonds.&lt;br /&gt;
&lt;br /&gt;
==== Mount ====&lt;br /&gt;
A mount is a large animal or harmless monster that can carry you and another person. It travels faster than walking and is always something exceptional or unusual. It might be unusually fast, able to ride through the sky, swim while allowing you to breathe underwater, or it has natural weapons and can fight using your [[Actions_(PW)#Pulse|Pulse]].&lt;br /&gt;
&lt;br /&gt;
==== Fairy ====&lt;br /&gt;
As another option, you may have a fairy who loyally accompanies you, offering advice and helping when she can. Fairies are tiny and fragile. If they suffer any Harm, they poof into a perfect fairy gem. It takes 2 Spark (see [[#Spellcraft|Spellcraft]]) or the end of an adventure to restore the fairy.&lt;br /&gt;
&lt;br /&gt;
A fairy may sacrifice herself to Set Up for a single action roll.&lt;br /&gt;
&lt;br /&gt;
==== Person ====&lt;br /&gt;
You may instead have a companion who is a human or other civilized creature. They cannot be summoned or dismissed and want to accompany you everywhere. They are not a princess and have no magic, but are otherwise a competent adventurer with their own opinions and tendencies.&lt;br /&gt;
They act independently and are not under your direct control.&lt;br /&gt;
&lt;br /&gt;
Such a companion might be a suitor, tutor, chaperone, rogue, maid, or something entirely different. All have a special relationship to you. They are more independent than other companions and can Assist you in ways appropriate to their role: a suitor can fight, a tutor knows things, a chaperone helps you avoid being deceived, a rogue can steal and spy, and a maid keeps you neat and serves excellent tea. Think up a similar focus for other companions.&lt;br /&gt;
&lt;br /&gt;
==== Transport ====&lt;br /&gt;
Travel in style.&lt;br /&gt;
This can be a large mount, like a dragon, huge turtle, or sea serpent. &lt;br /&gt;
It can also be a ship or other large vehicle, that can be a monster in a funny shape or come with a crew. &lt;br /&gt;
Any transport can carry you and up to a dozen companions in comfort and travel on either land or water.&lt;br /&gt;
You can select two things that are special about the transport. &lt;br /&gt;
&lt;br /&gt;
Your transport...&lt;br /&gt;
* is especially pretty and luxurious&lt;br /&gt;
* is beautiful and terrifying&lt;br /&gt;
* can carry tons and tons of cargo and passengers&lt;br /&gt;
* can travel on both land and water&lt;br /&gt;
* can fly, dive, or otherwise travel an unusual terrain, protecting its passengers. &lt;br /&gt;
* is very fast&lt;br /&gt;
&lt;br /&gt;
==== Transport ====&lt;br /&gt;
Travel in style.&lt;br /&gt;
&lt;br /&gt;
This can be a large mount, such as a dragon, huge turtle, or sea serpent. It can also be a ship or other large vehicle, whether a creature in an unusual form or something with a crew.&lt;br /&gt;
&lt;br /&gt;
A transport can carry you and up to a dozen companions in comfort and travel across either land or water.&lt;br /&gt;
&lt;br /&gt;
Choose two features that make your transport special:&lt;br /&gt;
&lt;br /&gt;
* especially pretty and luxurious&lt;br /&gt;
* especially beautiful and terrifying&lt;br /&gt;
* able to carry large amounts of cargo and passengers&lt;br /&gt;
* able to travel across both land and water with ease&lt;br /&gt;
* able to traverse one unusual environment (such as flight, deep water, or space)&lt;br /&gt;
* protects its passengers from harsh environments&lt;br /&gt;
* exceptionally fast&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spellcraft ==&lt;br /&gt;
Spellcraft allows you to shape the world through Spark. These magical effects represent charms, scrolls, small rituals, or drawing on your inner power.&lt;br /&gt;
&lt;br /&gt;
You have a pool of 5 Spark for each Adventure. You may recover Spark during play through special opportunities, such as gathering magical flowers or attending a fairy tea party, but you can never have more than 5.&lt;br /&gt;
&lt;br /&gt;
These are the base rules for using spellcraft. Many Princess Abilities give you new or altered ways to use Spark; such abilities have priority.&lt;br /&gt;
&lt;br /&gt;
Spellcraft creates effects. When an effect is difficult, contested, or would significantly change a situation, make an Action roll to resolve it.&lt;br /&gt;
&lt;br /&gt;
; Range and Cost&lt;br /&gt;
The Spark cost and Action depend on how far the effect reaches:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supple&#039;&#039;&#039; (touch): 1 Spark&lt;br /&gt;
* &#039;&#039;&#039;Flowing&#039;&#039;&#039; (near): 2 Spark&lt;br /&gt;
* &#039;&#039;&#039;Lofty&#039;&#039;&#039; (distant): 3 Spark&lt;br /&gt;
&lt;br /&gt;
If you are out of Spark, you may spend 1 Stress per Spark.&lt;br /&gt;
&lt;br /&gt;
Spellcraft is immediate. Effects do not last beyond the current scene unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
Reduce Harm you or another suffers by one level from a physical or magical source. Ineffective against social harm. You may only use Shield once against each time someone takes Harm.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Spend Spark to reduce all Harm on yourself or another by one level. This typically takes the form of a brief interlude of care, comfort, snacks, or magic.&lt;br /&gt;
&lt;br /&gt;
Spend Spark to reduce all Harm on yourself or another by one level. This typically takes the form of a brief interlude of care, comfort, or something sweet and restorative.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
Store one Treasure or significant item in a pocket space until you return to your kingdom. This can also represent carrying personal equipment such as outfits, picnic baskets, tools, or supplies. Items taken from Storage last for an entire Adventure.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create images, sounds, or scents; alter appearances; or produce lights and visual displays. Larger illusions cost more Spark. Use whichever Spark cost is greater: size or range.&lt;br /&gt;
&lt;br /&gt;
* A mount or a small group of people: 1 Spark&lt;br /&gt;
* A house or a small crowd: 2 Spark&lt;br /&gt;
* A castle or a mass of people: 3 Spark&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move quickly, jump great distances, climb unusual surfaces, or perform brief bursts of flight or teleportation. These are momentary effects rather than sustained movement.&lt;br /&gt;
&lt;br /&gt;
You can allow someone to breathe water or otherwise survive in an unusual environment for the rest of the Adventure.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place; uncover hidden things; or glimpse possible futures. The information is always partial or unclear, offering guidance rather than certainty.&lt;br /&gt;
&lt;br /&gt;
The Spark cost and Action depend on how far you look across time and space.&lt;br /&gt;
Use whichever Spark cost is greater: time or distance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solid&#039;&#039;&#039; (present and past): 2 Spark&lt;br /&gt;
* &#039;&#039;&#039;Supple&#039;&#039;&#039; (days forward): 1 Spark&lt;br /&gt;
* &#039;&#039;&#039;Flowing&#039;&#039;&#039; (weeks forward): 2 Spark&lt;br /&gt;
* &#039;&#039;&#039;Lofty&#039;&#039;&#039; (months or years forward): 3 Spark&lt;br /&gt;
&lt;br /&gt;
Distance uses the normal range categories for Spellcraft (touch, near, distant).&lt;br /&gt;
Visions of the distant future are extremely hazy and unclear.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Imbue your magic with an element such as fire, water, air, earth, light, lightning, cold, or darkness. This determines how your magic manifests and interacts with the world.&lt;br /&gt;
&lt;br /&gt;
Elemental effects may take different forms depending on your intent:&lt;br /&gt;
&lt;br /&gt;
* Imbue your weapon with the element to exploit a weakness&lt;br /&gt;
* A focused mass, such as a pool of water, a bonfire, or a boulder&lt;br /&gt;
* A line or barrier, such as a wall of stone, a path of ice, or a curtain of flame&lt;br /&gt;
* A broad ambient effect, such as mist, warmth, chill, shade, wind, or illumination&lt;br /&gt;
&lt;br /&gt;
The exact form depends on your intent and the situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wild Magic ==&lt;br /&gt;
When you are in the wild lands, you can attempt to harness the raw magic in the area. You may use wild magic to add dice to a roll, up to your Tender (minimum 1 die).&lt;br /&gt;
&lt;br /&gt;
* If your Tender is 2, you may add up to 2 dice.&lt;br /&gt;
* If your Tender is 0 or 1, you may add 1 die.&lt;br /&gt;
&lt;br /&gt;
This applies to any Action. However, there are costs and risks:&lt;br /&gt;
&lt;br /&gt;
* Add 1 Chaos to the nearest kingdom for each additional die.&lt;br /&gt;
* In addition to the normal Consequences of the action, any doubles rolled trigger a local wild magic surge.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge ===&lt;br /&gt;
A wild magic surge can take the form of kinetic force, elemental energy, life energy, or anything else the GM deems appropriate. It may be beneficial or harmful.&lt;br /&gt;
&lt;br /&gt;
You may make a fortune roll to determine how positive or negative the effect is, or use the [[#Wild Magic Effects|Wild Magic Effects Table]] to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
Any effect of a wild magic surge that directly affects you is a Consequence and may be resisted using your best Attribute.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Effects ====&lt;br /&gt;
# Raw magic swirls and cascades, building toward a destructive climax&lt;br /&gt;
# Invisible walls appear everywhere&lt;br /&gt;
# Dozens of random monsters appear&lt;br /&gt;
# All princesses may only speak in rhyme&lt;br /&gt;
# Elementals in the area gather, driven to fuse into a mega-elemental&lt;br /&gt;
# Cracks and pits appear&lt;br /&gt;
# A talking (possibly singing) creature appears and will not leave the princesses alone&lt;br /&gt;
# Things that do not normally talk begin talking&lt;br /&gt;
# Everyone’s voice becomes high, squeaky, and “cute”&lt;br /&gt;
# An extremely localized thunderstorm forms&lt;br /&gt;
# An aura prevents peaceful actions&lt;br /&gt;
# A monster lair forms nearby&lt;br /&gt;
# Hair becomes animate&lt;br /&gt;
# All princess specialties are turned into their opposites&lt;br /&gt;
# Princesses swap bodies&lt;br /&gt;
# The area is affected by a Spin&lt;br /&gt;
# Everything shifts into a specific genre (sci-fi, fantasy, cowboy, etc.)&lt;br /&gt;
# Everyone gains a hat that cannot be removed&lt;br /&gt;
# All princesses feel compelled to sing their actions and thoughts&lt;br /&gt;
# Sudden music — everything starts dancing&lt;br /&gt;
# Valuables attempt to escape&lt;br /&gt;
# No one can speak above a whisper&lt;br /&gt;
# Local flora grows explosively&lt;br /&gt;
# Bouncy music plays; monsters move to the beat&lt;br /&gt;
# All princesses grow magnificent beards and mustaches&lt;br /&gt;
# The area is affected by a Freeze&lt;br /&gt;
# A strong scent fills the air (onion, vanilla, rosemary, lemon, etc.)&lt;br /&gt;
# Structures made of cheese, tofu, or salami appear everywhere&lt;br /&gt;
# Terrain warps, becoming rougher and stranger&lt;br /&gt;
# Ghostly echoes or statues of past actions appear&lt;br /&gt;
# A disembodied voice narrates events, likely in a boorish style&lt;br /&gt;
# An odd mist appears, its color mismatched with its scent&lt;br /&gt;
# It begins raining something strange (lemonade, slime, coins)&lt;br /&gt;
# Everything spoken aloud attempts to become true&lt;br /&gt;
# Everyone’s voice becomes deep and smooth&lt;br /&gt;
# A peaceful aura prevents hostile actions&lt;br /&gt;
# Lies begin to physically manifest&lt;br /&gt;
# Terrain warps, becoming smoother and calmer&lt;br /&gt;
# Princess weapons become animate&lt;br /&gt;
# All princesses become invisible, even to themselves&lt;br /&gt;
# Terrain warps, becoming prettier and more peaceful&lt;br /&gt;
# Everything spoken sounds sarcastic&lt;br /&gt;
# Something tiny becomes gigantic&lt;br /&gt;
# Everyone becomes very sleepy&lt;br /&gt;
# Everything becomes sticky&lt;br /&gt;
# Everyone becomes very jittery&lt;br /&gt;
# Everything becomes slippery&lt;br /&gt;
# All princesses become their younger selves&lt;br /&gt;
# All princesses become their older selves&lt;br /&gt;
# All princesses become badass future versions of themselves&lt;br /&gt;
# All princesses become alternate reality versions of themselves (temporary new look and personality)&lt;br /&gt;
# All princesses become alternate genre versions of themselves (cowgirls, samurai, knights, etc.)&lt;br /&gt;
# Everything starts floating&lt;br /&gt;
# Weather reverses violently&lt;br /&gt;
# Clothing and styles reverse&lt;br /&gt;
# Inanimate objects come to life&lt;br /&gt;
# All princesses become intoxicated&lt;br /&gt;
# Everything becomes wintry&lt;br /&gt;
# All princesses become hyped up&lt;br /&gt;
# Everything becomes summery&lt;br /&gt;
# Everyone becomes apologetic and regretful&lt;br /&gt;
# Everyone becomes supportive and emotional&lt;br /&gt;
# Everyone becomes petty and gossipy&lt;br /&gt;
# Everyone becomes cynical, yet optimistic&lt;br /&gt;
# All princesses turn into dragons&lt;br /&gt;
# All princesses turn into birds&lt;br /&gt;
# All princesses turn into animals&lt;br /&gt;
# All princesses become chibi&lt;br /&gt;
# Structures made of teacups, books, or playing cards appear&lt;br /&gt;
# Words become bubbles and are only heard when popped&lt;br /&gt;
# Everyone now wears a mask&lt;br /&gt;
# All princesses heal 1 level of Harm with visible heart symbols and sound effects&lt;br /&gt;
# All princesses become translucent and slightly floaty&lt;br /&gt;
# Every action is accompanied by music and sound effects&lt;br /&gt;
# Everything becomes more colorful&lt;br /&gt;
# Everything becomes black and white&lt;br /&gt;
# NOBODY HAS AN INDOOR VOICE&lt;br /&gt;
# A treasure palace or library appears in the nearby wild lands&lt;br /&gt;
# A tea party appears with delicious food and drink&lt;br /&gt;
# A tea party appears, but is plain&lt;br /&gt;
# All princesses begin to glimmer and sparkle constantly&lt;br /&gt;
# Butterflies everywhere&lt;br /&gt;
# Bunnies everywhere&lt;br /&gt;
# Fortunes materialize (1d4 Treasure)&lt;br /&gt;
# Sudden fire&lt;br /&gt;
# Sudden water&lt;br /&gt;
# Sudden air&lt;br /&gt;
# Suddenly earth&lt;br /&gt;
# Sudden light&lt;br /&gt;
# Sudden lightning&lt;br /&gt;
# Sudden cold&lt;br /&gt;
# Sudden darkness&lt;br /&gt;
# Sudden thunder&lt;br /&gt;
# Suddenly stone&lt;br /&gt;
# A sudden pit appears&lt;br /&gt;
# An elemental forms around an object&lt;br /&gt;
# A fairy appears in a playful mood&lt;br /&gt;
# A fairy appears in a trickster mood&lt;br /&gt;
# Spark appears; recover with [[Actions_(PW)#Supple|Supple]] (1–3: 1, 4–5: 2, 6: 3, 66: 5)&lt;br /&gt;
# A princess’s Spark bursts into light; roll Tender: 1–3 keep 1, 4–5 keep 2, 6 keep 3, 66 keep 5&lt;br /&gt;
# Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
# Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
# Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
# Personalities swap or change.&lt;br /&gt;
# A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
# All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
# Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
# Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
# Illusions begin appearing around the kingdom.&lt;br /&gt;
# Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
# The entire kingdom is silenced.&lt;br /&gt;
# Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
# Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89125</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89125"/>
		<updated>2026-03-26T14:50:51Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Bonus Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
&lt;br /&gt;
The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
Position describes how dangerous or troublesome the action is. The three Positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; A clear opportunity with little opposition.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; A contest on even footing.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; A serious disadvantage or immediate danger.&lt;br /&gt;
&lt;br /&gt;
By default, Action rolls are Risky. Worsen Position to Desperate when the situation is especially dangerous. Improve it to Controlled when the situation is favorable. If there is no real danger, do not roll, or use a [[#Fumble Roll|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get?&lt;br /&gt;
In a contest with another actor, Position reflects their Effect. A Desperate Position implies they have Great Effect. A Controlled Position implies they have Limited Effect.&lt;br /&gt;
&lt;br /&gt;
You do not need to decide on the exact Consequence at this point, the GM may offer hints but its often easier to decide the exact Consequence after the roll.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Effect describes how much the action accomplishes on success. The five Effect levels are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great:&#039;&#039;&#039; More than expected; additional benefit or advantage.&lt;br /&gt;
* &#039;&#039;&#039;Standard:&#039;&#039;&#039; The intended result.&lt;br /&gt;
* &#039;&#039;&#039;Limited:&#039;&#039;&#039; A partial or weakened result; something remains undone.&lt;br /&gt;
* &#039;&#039;&#039;None:&#039;&#039;&#039; No meaningful effect.&lt;br /&gt;
* &#039;&#039;&#039;Negative:&#039;&#039;&#039; The action cannot succeed without first improving Effect.&lt;br /&gt;
&lt;br /&gt;
The initial Effect is usually Standard. Increase it when the princess has a clear advantage. Reduce it when she is unprepared, outmatched, or using an unsuitable Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess holds a defensive position, with clear ground and time to prepare, as a group of slimes approaches. The GM sets Effect at Great; she can deal with them efficiently and secure the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess attempts to calm a crowd after all the brooms in the kingdom come to life. She is known and respected, but the crowd is large and panicked. The GM sets Effect at Standard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess confronts a raging fire elemental in a collapsing environment, with no preparation and little room to maneuver. The GM sets Effect at Limited; even on a success, she can only make limited progress in these conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, other factors may modify Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
An unusual or poorly suited Action may reduce Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources, support, and overall power.&lt;br /&gt;
&lt;br /&gt;
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess from a Tier 1 kingdom attempts to influence a Tier 4 princess. If the base Effect is Standard, it is reduced to Negative and needs two Effect increases to even get to Limited.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.&lt;br /&gt;
&lt;br /&gt;
==== Critical ====&lt;br /&gt;
A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player&#039;s control. &lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
Before the roll, players can adjust Position and Effect by the following options.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Push by spending 2 Stress or accepting a [[#Devil&#039;s Bargain|Devil’s Bargain]].&lt;br /&gt;
&lt;br /&gt;
==== Trade Position for Effect ====&lt;br /&gt;
Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
This can only be done once per roll. Position cannot be worsened beyond Desperate.&lt;br /&gt;
&lt;br /&gt;
==== Set Up ====&lt;br /&gt;
Another princess may use teamwork to [[#Set Up|Set Up]] the action. See [[#Teamwork|Teamwork]].&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that &#039;&#039;&#039;cannot be Resisted&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
Roll a number of dice equal to the rating in the chosen Action.&lt;br /&gt;
&lt;br /&gt;
Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d Reduce Effect, taking a shortcut or easier approach&lt;br /&gt;
: +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]])&lt;br /&gt;
: +1d A non-player character with relevant abilities helps out&lt;br /&gt;
: +1d The situation requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest. &lt;br /&gt;
This is not a good situation.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; The action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action along. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve what you wanted to, but also suffer a Consequence that may reduce the effect or land you in other problems.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Roll and Resolve ===&lt;br /&gt;
If you have 1d or more, roll that many dice and read the highest result.&lt;br /&gt;
&lt;br /&gt;
If you have zero dice, roll 2d and read the lowest result.  &lt;br /&gt;
If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.&lt;br /&gt;
&lt;br /&gt;
The roll determines the outcome, but the table interprets what it means in the fiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2–3 — Failure&#039;&#039;&#039; You fail and suffer the expected Consequence. The situation still moves forward.&lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed and avoid any Consequence.&lt;br /&gt;
* &#039;&#039;&#039;66 — Critical Success&#039;&#039;&#039; If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
A partial success is still a success. The action happens and progress is made, but with a cost.&lt;br /&gt;
&lt;br /&gt;
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.&lt;br /&gt;
&lt;br /&gt;
GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.&lt;br /&gt;
&lt;br /&gt;
Players: You can resist Consequences by spending Stress. You can also protect others by taking consequences on their behalf. Use these tools to manage risk and support each other.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and Consequences follow the same scale.&lt;br /&gt;
&lt;br /&gt;
In a contest, Position reflects the opposing force’s Effect. A Desperate Position means the opposition has Great Effect. A Controlled Position is equivalent to Limited Effect.&lt;br /&gt;
&lt;br /&gt;
Even without an active opponent, the situation itself can impose Consequences on the same scale.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* Takes more time than expected&lt;br /&gt;
* Tick a clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Tick a clock twice&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed on a minor point of argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Desperate Position ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or forced to act for the other side&lt;br /&gt;
* Fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a type of Consequence representing injury, shock, or loss of control.&lt;br /&gt;
Princesses recover quickly and rarely stay down for long.&lt;br /&gt;
&lt;br /&gt;
Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.&lt;br /&gt;
&lt;br /&gt;
If you take Harm at a level that is already filled, mark the next higher level instead. If Level 3 is already filled, additional Harm has no further effect.&lt;br /&gt;
&lt;br /&gt;
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
=== Recovery ===&lt;br /&gt;
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).&lt;br /&gt;
&lt;br /&gt;
At the end of an Adventure, clear all remaining Harm.&lt;br /&gt;
&lt;br /&gt;
=== Harm as Consequence ===&lt;br /&gt;
Harm may represent physical, emotional, or social setbacks.&lt;br /&gt;
&lt;br /&gt;
=== Harm Levels ===&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Minor injuries or distress. −1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Serious injury or loss of control. Reduced Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unable to act unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.&lt;br /&gt;
Create a clock when progress needs to be tracked over multiple actions.&lt;br /&gt;
&lt;br /&gt;
Most clocks are relatively short, a 4 tick clock handles most routine situations.&lt;br /&gt;
Long and complex problems may require long clocks, especially in downtime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Result !! Friendly Clock (Effect) !! Hostile Clock (Consequence)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039; || Clear all ticks || Fill clock&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Failure (2–3)&#039;&#039;&#039; || 1 tick || 2 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Success (4–5)&#039;&#039;&#039; || 2 ticks || 1 tick&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039; || 3 ticks || 0 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critical (66)&#039;&#039;&#039; || 5 ticks || Remove 1 tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect modifies ticks:&lt;br /&gt;
* Limited: −1 tick&lt;br /&gt;
* Great: +1 tick&lt;br /&gt;
&lt;br /&gt;
During an Adventure, rolls still carry Consequences as normal.&lt;br /&gt;
&lt;br /&gt;
In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.&lt;br /&gt;
&lt;br /&gt;
=== Hostile Clocks ===&lt;br /&gt;
Hostile clocks track threats, opposition, or danger that builds over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are sneaking through a guarded palace. A six-segment alarm clock tracks suspicion. Failed or noisy actions add ticks. When the clock fills, the alarm is raised and guards converge on their position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are aboard a damaged ship. A four-segment sinking clock tracks flooding. Each time it fills, a deck is flooded. After three decks are lost, the ship sinks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Rolls ==&lt;br /&gt;
You may make a Resistance Roll when you suffer a Consequence.&lt;br /&gt;
&lt;br /&gt;
Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given Consequence once.&lt;br /&gt;
&lt;br /&gt;
=== Effect ===&lt;br /&gt;
In general, resistance reduces a Consequence by two levels:&lt;br /&gt;
* Deadly → Controlled&lt;br /&gt;
* Standard or Controlled → avoided&lt;br /&gt;
&lt;br /&gt;
In especially dramatic situations, the GM may reduce it by only one level.&lt;br /&gt;
&lt;br /&gt;
Harm is reduced by one level when resisted.&lt;br /&gt;
&lt;br /&gt;
=== Roll ===&lt;br /&gt;
Roll the Attribute that best matches the Consequence:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental strain, magic, or knowledge&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm or exertion&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social pressure, emotional strain, or strange effects&lt;br /&gt;
&lt;br /&gt;
The GM chooses the Attribute.&lt;br /&gt;
&lt;br /&gt;
Mark 6 Stress minus the highest die result.&lt;br /&gt;
On a critical, clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&#039;&#039;Stella is struck by an elemental and would take Level 2 Harm: &amp;quot;Crushed.&amp;quot; She resists. The GM calls for Prowess. She rolls 2d and gets a 2 and a 1, marking 4 Stress. The Harm is reduced to Level 1: &amp;quot;Bruised Ribs.&amp;quot; &#039;&#039;&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls and Resistance Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.&lt;br /&gt;
&lt;br /&gt;
Roll as normal. Only a &#039;&#039;&#039;1&#039;&#039;&#039; matters; any other result is a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Use this roll when there is no risk, but the amount or quality of information is uncertain.&lt;br /&gt;
&lt;br /&gt;
Higher results provide clearer, more useful, or more detailed information.&lt;br /&gt;
&lt;br /&gt;
This is commonly used for observation, investigation, or routine tasks where outcome quality matters, such as advancing a [[#Progress Clocks|Progress Clock]] without immediate Consequences.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Downtime Rolls are made during downtime to determine how much progress is achieved.&lt;br /&gt;
&lt;br /&gt;
They have no Position. Effect still applies, but Position cannot be traded for Effect.&lt;br /&gt;
&lt;br /&gt;
Downtime Rolls do not generate Consequences, except on a Fumble.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.&lt;br /&gt;
&lt;br /&gt;
They are typically rolled as 1d6:&lt;br /&gt;
* 1: worst outcome&lt;br /&gt;
* 2–3: poor outcome&lt;br /&gt;
* 4–5: good outcome&lt;br /&gt;
* 6: best outcome&lt;br /&gt;
&lt;br /&gt;
The GM may modify the number of dice based on circumstances or advantage.&lt;br /&gt;
A common type of Fortune roll uses Tier for the number of dice to reflect how well a mechanism or group of people handles a situation.&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in several ways using teamwork.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
Assist another princess’s Action roll.&lt;br /&gt;
&lt;br /&gt;
Describe how you help and mark 1 Stress. They gain +1d.&lt;br /&gt;
&lt;br /&gt;
You may Assist even if you have no rating in the Action, as long as your help fits the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening a door as someone charges through, steadying them as they climb, offering a reassuring touch at a tea party, or exchanging a glance to bolster their confidence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action allows multiple princesses to act together.&lt;br /&gt;
&lt;br /&gt;
One princess leads and describes how the group approaches the task.&lt;br /&gt;
&lt;br /&gt;
Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.&lt;br /&gt;
&lt;br /&gt;
The leader marks 1 Stress for each participant whose best result is a &#039;&#039;&#039;1–3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;1&#039;&#039;&#039; is a fumble. The acting princess suffers a Consequence as normal.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
Step in to take a Consequence meant for another.&lt;br /&gt;
&lt;br /&gt;
Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action prepares the situation for a following Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you create an advantage, then make an Action roll.&lt;br /&gt;
&lt;br /&gt;
On a &#039;&#039;&#039;4+&#039;&#039;&#039;, the next Action gains +1 Effect.  &lt;br /&gt;
On a &#039;&#039;&#039;6&#039;&#039;&#039;, the GM may grant an additional benefit.&lt;br /&gt;
&lt;br /&gt;
A Set Up roll does not generate Effect of its own; it only improves the following Action.&lt;br /&gt;
&lt;br /&gt;
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.&lt;br /&gt;
&lt;br /&gt;
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource used to influence rolls and avoid consequences.&lt;br /&gt;
&lt;br /&gt;
* [[#Push|Push]] to improve Effect&lt;br /&gt;
* [[#Assist|Assist]] to give another princess +1d&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
A Heart Scar is a dramatic event that may alter the scene. The GM determines its immediate impact and what actions the princess can take.&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Outcomes ===&lt;br /&gt;
* Removed from the scene to recover&lt;br /&gt;
* Overcome with power and acts on it immediately&lt;br /&gt;
* Incapacitated, possibly returning at a dramatic moment&lt;br /&gt;
* Becomes the focus of the scene before collapsing&lt;br /&gt;
* The change is subtle, with effects emerging later&lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished.  &lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Cutting:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong?&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You avoid relying on others and isolate yourself, even when cooperation would help.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is too much. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets.&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. Is there even any point?&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; You ignore anything that challenges your view of the situation.&lt;br /&gt;
# &#039;&#039;&#039;Unsteady:&#039;&#039;&#039; Your movement is impaired. You may limp, shake, or lose balance under pressure.&lt;br /&gt;
# &#039;&#039;&#039;Supported:&#039;&#039;&#039; You cannot walk normally. You rely on a device, mount, or magic to move.&lt;br /&gt;
# &#039;&#039;&#039;Prosthetic:&#039;&#039;&#039; A part of your body has been replaced with magic. It functions, but lacks sensation.&lt;br /&gt;
# &#039;&#039;&#039;One-Eyed:&#039;&#039;&#039; You have lost an eye. You have a blind side and struggle with awareness in close situations.&lt;br /&gt;
# &#039;&#039;&#039;Transformed Limbs:&#039;&#039;&#039; Your limbs are powerful but unwieldy — suited for force, not finesse.&lt;br /&gt;
# &#039;&#039;&#039;Weapon Bond:&#039;&#039;&#039; Your weapon has fused with your body and cannot be set aside.&lt;br /&gt;
# &#039;&#039;&#039;Marked:&#039;&#039;&#039; You bear a visible physical change that cannot be hidden.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Specialty:&#039;&#039;&#039; Your body visibly reflects your Specialty and marks you as unusual.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Echoes:&#039;&#039;&#039; Your Specialty spontaneously generates tiny effects near you.&lt;br /&gt;
# &#039;&#039;&#039;Stress Echoes:&#039;&#039;&#039; Your power leaks out under pressure in uncontrolled ways.&lt;br /&gt;
# &#039;&#039;&#039;Spark Echoes:&#039;&#039;&#039; Your magic manifests unpredictably when you are low on Spark.&lt;br /&gt;
# &#039;&#039;&#039;Spark Aura:&#039;&#039;&#039; Your magic is visibly present and visibly fades as your Spark is spent.&lt;br /&gt;
&lt;br /&gt;
Optionally a princess may begin play with one Heart Scar. If she does, she may take up to five additional Heart Scars before being forced to retire instead of four.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars in Play ===&lt;br /&gt;
A Heart Scar is a dramatic, lasting change, but it does not define a princess completely. Different princesses react in different ways: embracing it, fighting it, hiding it, or redefining themselves through it.&lt;br /&gt;
&lt;br /&gt;
Heart scars are a known risk. They carry a mix of respect and unease. It is considered impolite to ask about them directly, they are spoken of with care. Supporting someone through a scar is a [[Actions_(PW)#Tender|Tender]] action.&lt;br /&gt;
&lt;br /&gt;
==== Player Guidance ====&lt;br /&gt;
Do not treat Heart Scars as a failure. They are part of play.&lt;br /&gt;
&lt;br /&gt;
A scar clears Stress and creates new roleplaying opportunities. A princess may retire after too many scars, but this is not the end of her story.&lt;br /&gt;
&lt;br /&gt;
==== GM Guidance ====&lt;br /&gt;
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.&lt;br /&gt;
&lt;br /&gt;
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.&lt;br /&gt;
&lt;br /&gt;
==== Retirement ====&lt;br /&gt;
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.&lt;br /&gt;
&lt;br /&gt;
She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.&lt;br /&gt;
&lt;br /&gt;
If she remains:&lt;br /&gt;
* She becomes a cohort under GM control&lt;br /&gt;
* She avoids situations related to the cause of her final scar&lt;br /&gt;
&lt;br /&gt;
If she leaves:&lt;br /&gt;
* The kingdom gains +6 Standing&lt;br /&gt;
* She becomes a contact&lt;br /&gt;
&lt;br /&gt;
On either path the kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89124</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89124"/>
		<updated>2026-03-26T14:18:31Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Ideas for Heart Scars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
&lt;br /&gt;
The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
Position describes how dangerous or troublesome the action is. The three Positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; A clear opportunity with little opposition.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; A contest on even footing.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; A serious disadvantage or immediate danger.&lt;br /&gt;
&lt;br /&gt;
By default, Action rolls are Risky. Worsen Position to Desperate when the situation is especially dangerous. Improve it to Controlled when the situation is favorable. If there is no real danger, do not roll, or use a [[#Fumble Roll|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get?&lt;br /&gt;
In a contest with another actor, Position reflects their Effect. A Desperate Position implies they have Great Effect. A Controlled Position implies they have Limited Effect.&lt;br /&gt;
&lt;br /&gt;
You do not need to decide on the exact Consequence at this point, the GM may offer hints but its often easier to decide the exact Consequence after the roll.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Effect describes how much the action accomplishes on success. The five Effect levels are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great:&#039;&#039;&#039; More than expected; additional benefit or advantage.&lt;br /&gt;
* &#039;&#039;&#039;Standard:&#039;&#039;&#039; The intended result.&lt;br /&gt;
* &#039;&#039;&#039;Limited:&#039;&#039;&#039; A partial or weakened result; something remains undone.&lt;br /&gt;
* &#039;&#039;&#039;None:&#039;&#039;&#039; No meaningful effect.&lt;br /&gt;
* &#039;&#039;&#039;Negative:&#039;&#039;&#039; The action cannot succeed without first improving Effect.&lt;br /&gt;
&lt;br /&gt;
The initial Effect is usually Standard. Increase it when the princess has a clear advantage. Reduce it when she is unprepared, outmatched, or using an unsuitable Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess holds a defensive position, with clear ground and time to prepare, as a group of slimes approaches. The GM sets Effect at Great; she can deal with them efficiently and secure the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess attempts to calm a crowd after all the brooms in the kingdom come to life. She is known and respected, but the crowd is large and panicked. The GM sets Effect at Standard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess confronts a raging fire elemental in a collapsing environment, with no preparation and little room to maneuver. The GM sets Effect at Limited; even on a success, she can only make limited progress in these conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, other factors may modify Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
An unusual or poorly suited Action may reduce Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources, support, and overall power.&lt;br /&gt;
&lt;br /&gt;
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess from a Tier 1 kingdom attempts to influence a Tier 4 princess. If the base Effect is Standard, it is reduced to Negative and needs two Effect increases to even get to Limited.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.&lt;br /&gt;
&lt;br /&gt;
==== Critical ====&lt;br /&gt;
A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player&#039;s control. &lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
Before the roll, players can adjust Position and Effect by the following options.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Push by spending 2 Stress or accepting a [[#Devil&#039;s Bargain|Devil’s Bargain]].&lt;br /&gt;
&lt;br /&gt;
==== Trade Position for Effect ====&lt;br /&gt;
Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
This can only be done once per roll. Position cannot be worsened beyond Desperate.&lt;br /&gt;
&lt;br /&gt;
==== Set Up ====&lt;br /&gt;
Another princess may use teamwork to [[#Set Up|Set Up]] the action. See [[#Teamwork|Teamwork]].&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that &#039;&#039;&#039;cannot be Resisted&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can [[#Assist |Assist ]] you, see [[#Teamwork|Teamwork]]&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
Roll a number of dice equal to the rating in the chosen Action.&lt;br /&gt;
&lt;br /&gt;
Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d Reduce Effect, taking a shortcut or easier approach&lt;br /&gt;
: +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]])&lt;br /&gt;
: +1d A non-player character with relevant abilities helps out&lt;br /&gt;
: +1d The situation requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest. &lt;br /&gt;
This is not a good situation.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; The action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action along. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve what you wanted to, but also suffer a Consequence that may reduce the effect or land you in other problems.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Roll and Resolve ===&lt;br /&gt;
If you have 1d or more, roll that many dice and read the highest result.&lt;br /&gt;
&lt;br /&gt;
If you have zero dice, roll 2d and read the lowest result.  &lt;br /&gt;
If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.&lt;br /&gt;
&lt;br /&gt;
The roll determines the outcome, but the table interprets what it means in the fiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2–3 — Failure&#039;&#039;&#039; You fail and suffer the expected Consequence. The situation still moves forward.&lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed and avoid any Consequence.&lt;br /&gt;
* &#039;&#039;&#039;66 — Critical Success&#039;&#039;&#039; If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
A partial success is still a success. The action happens and progress is made, but with a cost.&lt;br /&gt;
&lt;br /&gt;
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.&lt;br /&gt;
&lt;br /&gt;
GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.&lt;br /&gt;
&lt;br /&gt;
Players: You can resist Consequences by spending Stress. You can also protect others by taking consequences on their behalf. Use these tools to manage risk and support each other.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and Consequences follow the same scale.&lt;br /&gt;
&lt;br /&gt;
In a contest, Position reflects the opposing force’s Effect. A Desperate Position means the opposition has Great Effect. A Controlled Position is equivalent to Limited Effect.&lt;br /&gt;
&lt;br /&gt;
Even without an active opponent, the situation itself can impose Consequences on the same scale.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* Takes more time than expected&lt;br /&gt;
* Tick a clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Tick a clock twice&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed on a minor point of argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Desperate Position ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or forced to act for the other side&lt;br /&gt;
* Fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a type of Consequence representing injury, shock, or loss of control.&lt;br /&gt;
Princesses recover quickly and rarely stay down for long.&lt;br /&gt;
&lt;br /&gt;
Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.&lt;br /&gt;
&lt;br /&gt;
If you take Harm at a level that is already filled, mark the next higher level instead. If Level 3 is already filled, additional Harm has no further effect.&lt;br /&gt;
&lt;br /&gt;
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
=== Recovery ===&lt;br /&gt;
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).&lt;br /&gt;
&lt;br /&gt;
At the end of an Adventure, clear all remaining Harm.&lt;br /&gt;
&lt;br /&gt;
=== Harm as Consequence ===&lt;br /&gt;
Harm may represent physical, emotional, or social setbacks.&lt;br /&gt;
&lt;br /&gt;
=== Harm Levels ===&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Minor injuries or distress. −1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Serious injury or loss of control. Reduced Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unable to act unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.&lt;br /&gt;
Create a clock when progress needs to be tracked over multiple actions.&lt;br /&gt;
&lt;br /&gt;
Most clocks are relatively short, a 4 tick clock handles most routine situations.&lt;br /&gt;
Long and complex problems may require long clocks, especially in downtime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Result !! Friendly Clock (Effect) !! Hostile Clock (Consequence)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039; || Clear all ticks || Fill clock&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Failure (2–3)&#039;&#039;&#039; || 1 tick || 2 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Success (4–5)&#039;&#039;&#039; || 2 ticks || 1 tick&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039; || 3 ticks || 0 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critical (66)&#039;&#039;&#039; || 5 ticks || Remove 1 tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect modifies ticks:&lt;br /&gt;
* Limited: −1 tick&lt;br /&gt;
* Great: +1 tick&lt;br /&gt;
&lt;br /&gt;
During an Adventure, rolls still carry Consequences as normal.&lt;br /&gt;
&lt;br /&gt;
In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.&lt;br /&gt;
&lt;br /&gt;
=== Hostile Clocks ===&lt;br /&gt;
Hostile clocks track threats, opposition, or danger that builds over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are sneaking through a guarded palace. A six-segment alarm clock tracks suspicion. Failed or noisy actions add ticks. When the clock fills, the alarm is raised and guards converge on their position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are aboard a damaged ship. A four-segment sinking clock tracks flooding. Each time it fills, a deck is flooded. After three decks are lost, the ship sinks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Rolls ==&lt;br /&gt;
You may make a Resistance Roll when you suffer a Consequence.&lt;br /&gt;
&lt;br /&gt;
Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given Consequence once.&lt;br /&gt;
&lt;br /&gt;
=== Effect ===&lt;br /&gt;
In general, resistance reduces a Consequence by two levels:&lt;br /&gt;
* Deadly → Controlled&lt;br /&gt;
* Standard or Controlled → avoided&lt;br /&gt;
&lt;br /&gt;
In especially dramatic situations, the GM may reduce it by only one level.&lt;br /&gt;
&lt;br /&gt;
Harm is reduced by one level when resisted.&lt;br /&gt;
&lt;br /&gt;
=== Roll ===&lt;br /&gt;
Roll the Attribute that best matches the Consequence:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental strain, magic, or knowledge&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm or exertion&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social pressure, emotional strain, or strange effects&lt;br /&gt;
&lt;br /&gt;
The GM chooses the Attribute.&lt;br /&gt;
&lt;br /&gt;
Mark 6 Stress minus the highest die result.&lt;br /&gt;
On a critical, clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&#039;&#039;Stella is struck by an elemental and would take Level 2 Harm: &amp;quot;Crushed.&amp;quot; She resists. The GM calls for Prowess. She rolls 2d and gets a 2 and a 1, marking 4 Stress. The Harm is reduced to Level 1: &amp;quot;Bruised Ribs.&amp;quot; &#039;&#039;&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls and Resistance Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.&lt;br /&gt;
&lt;br /&gt;
Roll as normal. Only a &#039;&#039;&#039;1&#039;&#039;&#039; matters; any other result is a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Use this roll when there is no risk, but the amount or quality of information is uncertain.&lt;br /&gt;
&lt;br /&gt;
Higher results provide clearer, more useful, or more detailed information.&lt;br /&gt;
&lt;br /&gt;
This is commonly used for observation, investigation, or routine tasks where outcome quality matters, such as advancing a [[#Progress Clocks|Progress Clock]] without immediate Consequences.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Downtime Rolls are made during downtime to determine how much progress is achieved.&lt;br /&gt;
&lt;br /&gt;
They have no Position. Effect still applies, but Position cannot be traded for Effect.&lt;br /&gt;
&lt;br /&gt;
Downtime Rolls do not generate Consequences, except on a Fumble.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.&lt;br /&gt;
&lt;br /&gt;
They are typically rolled as 1d6:&lt;br /&gt;
* 1: worst outcome&lt;br /&gt;
* 2–3: poor outcome&lt;br /&gt;
* 4–5: good outcome&lt;br /&gt;
* 6: best outcome&lt;br /&gt;
&lt;br /&gt;
The GM may modify the number of dice based on circumstances or advantage.&lt;br /&gt;
A common type of Fortune roll uses Tier for the number of dice to reflect how well a mechanism or group of people handles a situation.&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in several ways using teamwork.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
Assist another princess’s Action roll.&lt;br /&gt;
&lt;br /&gt;
Describe how you help and mark 1 Stress. They gain +1d.&lt;br /&gt;
&lt;br /&gt;
You may Assist even if you have no rating in the Action, as long as your help fits the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening a door as someone charges through, steadying them as they climb, offering a reassuring touch at a tea party, or exchanging a glance to bolster their confidence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action allows multiple princesses to act together.&lt;br /&gt;
&lt;br /&gt;
One princess leads and describes how the group approaches the task.&lt;br /&gt;
&lt;br /&gt;
Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.&lt;br /&gt;
&lt;br /&gt;
The leader marks 1 Stress for each participant whose best result is a &#039;&#039;&#039;1–3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;1&#039;&#039;&#039; is a fumble. The acting princess suffers a Consequence as normal.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
Step in to take a Consequence meant for another.&lt;br /&gt;
&lt;br /&gt;
Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action prepares the situation for a following Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you create an advantage, then make an Action roll.&lt;br /&gt;
&lt;br /&gt;
On a &#039;&#039;&#039;4+&#039;&#039;&#039;, the next Action gains +1 Effect.  &lt;br /&gt;
On a &#039;&#039;&#039;6&#039;&#039;&#039;, the GM may grant an additional benefit.&lt;br /&gt;
&lt;br /&gt;
A Set Up roll does not generate Effect of its own; it only improves the following Action.&lt;br /&gt;
&lt;br /&gt;
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.&lt;br /&gt;
&lt;br /&gt;
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource used to influence rolls and avoid consequences.&lt;br /&gt;
&lt;br /&gt;
* [[#Push|Push]] to improve Effect&lt;br /&gt;
* [[#Assist|Assist]] to give another princess +1d&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
A Heart Scar is a dramatic event that may alter the scene. The GM determines its immediate impact and what actions the princess can take.&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Outcomes ===&lt;br /&gt;
* Removed from the scene to recover&lt;br /&gt;
* Overcome with power and acts on it immediately&lt;br /&gt;
* Incapacitated, possibly returning at a dramatic moment&lt;br /&gt;
* Becomes the focus of the scene before collapsing&lt;br /&gt;
* The change is subtle, with effects emerging later&lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished.  &lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Cutting:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong?&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You avoid relying on others and isolate yourself, even when cooperation would help.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is too much. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets.&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. Is there even any point?&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; You ignore anything that challenges your view of the situation.&lt;br /&gt;
# &#039;&#039;&#039;Unsteady:&#039;&#039;&#039; Your movement is impaired. You may limp, shake, or lose balance under pressure.&lt;br /&gt;
# &#039;&#039;&#039;Supported:&#039;&#039;&#039; You cannot walk normally. You rely on a device, mount, or magic to move.&lt;br /&gt;
# &#039;&#039;&#039;Prosthetic:&#039;&#039;&#039; A part of your body has been replaced with magic. It functions, but lacks sensation.&lt;br /&gt;
# &#039;&#039;&#039;One-Eyed:&#039;&#039;&#039; You have lost an eye. You have a blind side and struggle with awareness in close situations.&lt;br /&gt;
# &#039;&#039;&#039;Transformed Limbs:&#039;&#039;&#039; Your limbs are powerful but unwieldy — suited for force, not finesse.&lt;br /&gt;
# &#039;&#039;&#039;Weapon Bond:&#039;&#039;&#039; Your weapon has fused with your body and cannot be set aside.&lt;br /&gt;
# &#039;&#039;&#039;Marked:&#039;&#039;&#039; You bear a visible physical change that cannot be hidden.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Specialty:&#039;&#039;&#039; Your body visibly reflects your Specialty and marks you as unusual.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Echoes:&#039;&#039;&#039; Your Specialty spontaneously generates tiny effects near you.&lt;br /&gt;
# &#039;&#039;&#039;Stress Echoes:&#039;&#039;&#039; Your power leaks out under pressure in uncontrolled ways.&lt;br /&gt;
# &#039;&#039;&#039;Spark Echoes:&#039;&#039;&#039; Your magic manifests unpredictably when you are low on Spark.&lt;br /&gt;
# &#039;&#039;&#039;Spark Aura:&#039;&#039;&#039; Your magic is visibly present and visibly fades as your Spark is spent.&lt;br /&gt;
&lt;br /&gt;
Optionally a princess may begin play with one Heart Scar. If she does, she may take up to five additional Heart Scars before being forced to retire instead of four.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars in Play ===&lt;br /&gt;
A Heart Scar is a dramatic, lasting change, but it does not define a princess completely. Different princesses react in different ways: embracing it, fighting it, hiding it, or redefining themselves through it.&lt;br /&gt;
&lt;br /&gt;
Heart scars are a known risk. They carry a mix of respect and unease. It is considered impolite to ask about them directly, they are spoken of with care. Supporting someone through a scar is a [[Actions_(PW)#Tender|Tender]] action.&lt;br /&gt;
&lt;br /&gt;
==== Player Guidance ====&lt;br /&gt;
Do not treat Heart Scars as a failure. They are part of play.&lt;br /&gt;
&lt;br /&gt;
A scar clears Stress and creates new roleplaying opportunities. A princess may retire after too many scars, but this is not the end of her story.&lt;br /&gt;
&lt;br /&gt;
==== GM Guidance ====&lt;br /&gt;
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.&lt;br /&gt;
&lt;br /&gt;
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.&lt;br /&gt;
&lt;br /&gt;
==== Retirement ====&lt;br /&gt;
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.&lt;br /&gt;
&lt;br /&gt;
She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.&lt;br /&gt;
&lt;br /&gt;
If she remains:&lt;br /&gt;
* She becomes a cohort under GM control&lt;br /&gt;
* She avoids situations related to the cause of her final scar&lt;br /&gt;
&lt;br /&gt;
If she leaves:&lt;br /&gt;
* The kingdom gains +6 Standing&lt;br /&gt;
* She becomes a contact&lt;br /&gt;
&lt;br /&gt;
On either path the kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89123</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89123"/>
		<updated>2026-03-26T14:17:04Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Ideas for Heart Scars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
&lt;br /&gt;
The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
Position describes how dangerous or troublesome the action is. The three Positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; A clear opportunity with little opposition.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; A contest on even footing.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; A serious disadvantage or immediate danger.&lt;br /&gt;
&lt;br /&gt;
By default, Action rolls are Risky. Worsen Position to Desperate when the situation is especially dangerous. Improve it to Controlled when the situation is favorable. If there is no real danger, do not roll, or use a [[#Fumble Roll|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get?&lt;br /&gt;
In a contest with another actor, Position reflects their Effect. A Desperate Position implies they have Great Effect. A Controlled Position implies they have Limited Effect.&lt;br /&gt;
&lt;br /&gt;
You do not need to decide on the exact Consequence at this point, the GM may offer hints but its often easier to decide the exact Consequence after the roll.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Effect describes how much the action accomplishes on success. The five Effect levels are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great:&#039;&#039;&#039; More than expected; additional benefit or advantage.&lt;br /&gt;
* &#039;&#039;&#039;Standard:&#039;&#039;&#039; The intended result.&lt;br /&gt;
* &#039;&#039;&#039;Limited:&#039;&#039;&#039; A partial or weakened result; something remains undone.&lt;br /&gt;
* &#039;&#039;&#039;None:&#039;&#039;&#039; No meaningful effect.&lt;br /&gt;
* &#039;&#039;&#039;Negative:&#039;&#039;&#039; The action cannot succeed without first improving Effect.&lt;br /&gt;
&lt;br /&gt;
The initial Effect is usually Standard. Increase it when the princess has a clear advantage. Reduce it when she is unprepared, outmatched, or using an unsuitable Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess holds a defensive position, with clear ground and time to prepare, as a group of slimes approaches. The GM sets Effect at Great; she can deal with them efficiently and secure the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess attempts to calm a crowd after all the brooms in the kingdom come to life. She is known and respected, but the crowd is large and panicked. The GM sets Effect at Standard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess confronts a raging fire elemental in a collapsing environment, with no preparation and little room to maneuver. The GM sets Effect at Limited; even on a success, she can only make limited progress in these conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, other factors may modify Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
An unusual or poorly suited Action may reduce Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources, support, and overall power.&lt;br /&gt;
&lt;br /&gt;
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess from a Tier 1 kingdom attempts to influence a Tier 4 princess. If the base Effect is Standard, it is reduced to Negative and needs two Effect increases to even get to Limited.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.&lt;br /&gt;
&lt;br /&gt;
==== Critical ====&lt;br /&gt;
A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player&#039;s control. &lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
Before the roll, players can adjust Position and Effect by the following options.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Push by spending 2 Stress or accepting a [[#Devil&#039;s Bargain|Devil’s Bargain]].&lt;br /&gt;
&lt;br /&gt;
==== Trade Position for Effect ====&lt;br /&gt;
Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
This can only be done once per roll. Position cannot be worsened beyond Desperate.&lt;br /&gt;
&lt;br /&gt;
==== Set Up ====&lt;br /&gt;
Another princess may use teamwork to [[#Set Up|Set Up]] the action. See [[#Teamwork|Teamwork]].&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that &#039;&#039;&#039;cannot be Resisted&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can [[#Assist |Assist ]] you, see [[#Teamwork|Teamwork]]&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
Roll a number of dice equal to the rating in the chosen Action.&lt;br /&gt;
&lt;br /&gt;
Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d Reduce Effect, taking a shortcut or easier approach&lt;br /&gt;
: +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]])&lt;br /&gt;
: +1d A non-player character with relevant abilities helps out&lt;br /&gt;
: +1d The situation requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest. &lt;br /&gt;
This is not a good situation.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; The action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action along. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve what you wanted to, but also suffer a Consequence that may reduce the effect or land you in other problems.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Roll and Resolve ===&lt;br /&gt;
If you have 1d or more, roll that many dice and read the highest result.&lt;br /&gt;
&lt;br /&gt;
If you have zero dice, roll 2d and read the lowest result.  &lt;br /&gt;
If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.&lt;br /&gt;
&lt;br /&gt;
The roll determines the outcome, but the table interprets what it means in the fiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2–3 — Failure&#039;&#039;&#039; You fail and suffer the expected Consequence. The situation still moves forward.&lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed and avoid any Consequence.&lt;br /&gt;
* &#039;&#039;&#039;66 — Critical Success&#039;&#039;&#039; If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
A partial success is still a success. The action happens and progress is made, but with a cost.&lt;br /&gt;
&lt;br /&gt;
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.&lt;br /&gt;
&lt;br /&gt;
GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.&lt;br /&gt;
&lt;br /&gt;
Players: You can resist Consequences by spending Stress. You can also protect others by taking consequences on their behalf. Use these tools to manage risk and support each other.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and Consequences follow the same scale.&lt;br /&gt;
&lt;br /&gt;
In a contest, Position reflects the opposing force’s Effect. A Desperate Position means the opposition has Great Effect. A Controlled Position is equivalent to Limited Effect.&lt;br /&gt;
&lt;br /&gt;
Even without an active opponent, the situation itself can impose Consequences on the same scale.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* Takes more time than expected&lt;br /&gt;
* Tick a clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Tick a clock twice&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed on a minor point of argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Desperate Position ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or forced to act for the other side&lt;br /&gt;
* Fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a type of Consequence representing injury, shock, or loss of control.&lt;br /&gt;
Princesses recover quickly and rarely stay down for long.&lt;br /&gt;
&lt;br /&gt;
Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.&lt;br /&gt;
&lt;br /&gt;
If you take Harm at a level that is already filled, mark the next higher level instead. If Level 3 is already filled, additional Harm has no further effect.&lt;br /&gt;
&lt;br /&gt;
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
=== Recovery ===&lt;br /&gt;
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).&lt;br /&gt;
&lt;br /&gt;
At the end of an Adventure, clear all remaining Harm.&lt;br /&gt;
&lt;br /&gt;
=== Harm as Consequence ===&lt;br /&gt;
Harm may represent physical, emotional, or social setbacks.&lt;br /&gt;
&lt;br /&gt;
=== Harm Levels ===&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Minor injuries or distress. −1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Serious injury or loss of control. Reduced Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unable to act unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.&lt;br /&gt;
Create a clock when progress needs to be tracked over multiple actions.&lt;br /&gt;
&lt;br /&gt;
Most clocks are relatively short, a 4 tick clock handles most routine situations.&lt;br /&gt;
Long and complex problems may require long clocks, especially in downtime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Result !! Friendly Clock (Effect) !! Hostile Clock (Consequence)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039; || Clear all ticks || Fill clock&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Failure (2–3)&#039;&#039;&#039; || 1 tick || 2 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Success (4–5)&#039;&#039;&#039; || 2 ticks || 1 tick&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039; || 3 ticks || 0 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critical (66)&#039;&#039;&#039; || 5 ticks || Remove 1 tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect modifies ticks:&lt;br /&gt;
* Limited: −1 tick&lt;br /&gt;
* Great: +1 tick&lt;br /&gt;
&lt;br /&gt;
During an Adventure, rolls still carry Consequences as normal.&lt;br /&gt;
&lt;br /&gt;
In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.&lt;br /&gt;
&lt;br /&gt;
=== Hostile Clocks ===&lt;br /&gt;
Hostile clocks track threats, opposition, or danger that builds over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are sneaking through a guarded palace. A six-segment alarm clock tracks suspicion. Failed or noisy actions add ticks. When the clock fills, the alarm is raised and guards converge on their position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are aboard a damaged ship. A four-segment sinking clock tracks flooding. Each time it fills, a deck is flooded. After three decks are lost, the ship sinks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Rolls ==&lt;br /&gt;
You may make a Resistance Roll when you suffer a Consequence.&lt;br /&gt;
&lt;br /&gt;
Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given Consequence once.&lt;br /&gt;
&lt;br /&gt;
=== Effect ===&lt;br /&gt;
In general, resistance reduces a Consequence by two levels:&lt;br /&gt;
* Deadly → Controlled&lt;br /&gt;
* Standard or Controlled → avoided&lt;br /&gt;
&lt;br /&gt;
In especially dramatic situations, the GM may reduce it by only one level.&lt;br /&gt;
&lt;br /&gt;
Harm is reduced by one level when resisted.&lt;br /&gt;
&lt;br /&gt;
=== Roll ===&lt;br /&gt;
Roll the Attribute that best matches the Consequence:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental strain, magic, or knowledge&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm or exertion&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social pressure, emotional strain, or strange effects&lt;br /&gt;
&lt;br /&gt;
The GM chooses the Attribute.&lt;br /&gt;
&lt;br /&gt;
Mark 6 Stress minus the highest die result.&lt;br /&gt;
On a critical, clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&#039;&#039;Stella is struck by an elemental and would take Level 2 Harm: &amp;quot;Crushed.&amp;quot; She resists. The GM calls for Prowess. She rolls 2d and gets a 2 and a 1, marking 4 Stress. The Harm is reduced to Level 1: &amp;quot;Bruised Ribs.&amp;quot; &#039;&#039;&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls and Resistance Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.&lt;br /&gt;
&lt;br /&gt;
Roll as normal. Only a &#039;&#039;&#039;1&#039;&#039;&#039; matters; any other result is a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Use this roll when there is no risk, but the amount or quality of information is uncertain.&lt;br /&gt;
&lt;br /&gt;
Higher results provide clearer, more useful, or more detailed information.&lt;br /&gt;
&lt;br /&gt;
This is commonly used for observation, investigation, or routine tasks where outcome quality matters, such as advancing a [[#Progress Clocks|Progress Clock]] without immediate Consequences.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Downtime Rolls are made during downtime to determine how much progress is achieved.&lt;br /&gt;
&lt;br /&gt;
They have no Position. Effect still applies, but Position cannot be traded for Effect.&lt;br /&gt;
&lt;br /&gt;
Downtime Rolls do not generate Consequences, except on a Fumble.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.&lt;br /&gt;
&lt;br /&gt;
They are typically rolled as 1d6:&lt;br /&gt;
* 1: worst outcome&lt;br /&gt;
* 2–3: poor outcome&lt;br /&gt;
* 4–5: good outcome&lt;br /&gt;
* 6: best outcome&lt;br /&gt;
&lt;br /&gt;
The GM may modify the number of dice based on circumstances or advantage.&lt;br /&gt;
A common type of Fortune roll uses Tier for the number of dice to reflect how well a mechanism or group of people handles a situation.&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in several ways using teamwork.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
Assist another princess’s Action roll.&lt;br /&gt;
&lt;br /&gt;
Describe how you help and mark 1 Stress. They gain +1d.&lt;br /&gt;
&lt;br /&gt;
You may Assist even if you have no rating in the Action, as long as your help fits the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening a door as someone charges through, steadying them as they climb, offering a reassuring touch at a tea party, or exchanging a glance to bolster their confidence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action allows multiple princesses to act together.&lt;br /&gt;
&lt;br /&gt;
One princess leads and describes how the group approaches the task.&lt;br /&gt;
&lt;br /&gt;
Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.&lt;br /&gt;
&lt;br /&gt;
The leader marks 1 Stress for each participant whose best result is a &#039;&#039;&#039;1–3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;1&#039;&#039;&#039; is a fumble. The acting princess suffers a Consequence as normal.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
Step in to take a Consequence meant for another.&lt;br /&gt;
&lt;br /&gt;
Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action prepares the situation for a following Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you create an advantage, then make an Action roll.&lt;br /&gt;
&lt;br /&gt;
On a &#039;&#039;&#039;4+&#039;&#039;&#039;, the next Action gains +1 Effect.  &lt;br /&gt;
On a &#039;&#039;&#039;6&#039;&#039;&#039;, the GM may grant an additional benefit.&lt;br /&gt;
&lt;br /&gt;
A Set Up roll does not generate Effect of its own; it only improves the following Action.&lt;br /&gt;
&lt;br /&gt;
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.&lt;br /&gt;
&lt;br /&gt;
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource used to influence rolls and avoid consequences.&lt;br /&gt;
&lt;br /&gt;
* [[#Push|Push]] to improve Effect&lt;br /&gt;
* [[#Assist|Assist]] to give another princess +1d&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
A Heart Scar is a dramatic event that may alter the scene. The GM determines its immediate impact and what actions the princess can take.&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Outcomes ===&lt;br /&gt;
* Removed from the scene to recover&lt;br /&gt;
* Overcome with power and acts on it immediately&lt;br /&gt;
* Incapacitated, possibly returning at a dramatic moment&lt;br /&gt;
* Becomes the focus of the scene before collapsing&lt;br /&gt;
* The change is subtle, with effects emerging later&lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished.  &lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Cutting:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong?&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You avoid relying on others and isolate yourself, even when cooperation would help.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is too much. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets.&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. Is there even any point?&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; You ignore anything that challenges your view of the situation.&lt;br /&gt;
# &#039;&#039;&#039;Unsteady:&#039;&#039;&#039; Your movement is impaired. You may limp, shake, or lose balance under pressure.&lt;br /&gt;
# &#039;&#039;&#039;Supported:&#039;&#039;&#039; You cannot walk normally. You rely on a device, mount, or magic to move.&lt;br /&gt;
# &#039;&#039;&#039;Prosthetic:&#039;&#039;&#039; A part of your body has been replaced with magic. It functions, but lacks sensation.&lt;br /&gt;
# &#039;&#039;&#039;One-Eyed:&#039;&#039;&#039; You have lost an eye. You have a blind side and struggle with awareness in close situations.&lt;br /&gt;
# &#039;&#039;&#039;Transformed Limbs:&#039;&#039;&#039; Your limbs are powerful but unwieldy — suited for force, not finesse.&lt;br /&gt;
# &#039;&#039;&#039;Weapon Bond:&#039;&#039;&#039; Your weapon has fused with your body and cannot be set aside.&lt;br /&gt;
# &#039;&#039;&#039;Marked:&#039;&#039;&#039; You bear a visible physical change that cannot be hidden.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Specialty:&#039;&#039;&#039; Your body visibly reflects your Specialty and marks you as unusual.&lt;br /&gt;
# &#039;&#039;&#039;Stress Echoes:&#039;&#039;&#039; Your power leaks out under pressure in uncontrolled ways.&lt;br /&gt;
# &#039;&#039;&#039;Spark Echoes:&#039;&#039;&#039; Your magic manifests unpredictably when you are low on Spark.&lt;br /&gt;
# &#039;&#039;&#039;Spark Aura:&#039;&#039;&#039; Your magic is visibly present and visibly fades as your Spark is spent.&lt;br /&gt;
&lt;br /&gt;
Optionally a princess may begin play with one Heart Scar. If she does, she may take up to five additional Heart Scars before being forced to retire instead of four.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars in Play ===&lt;br /&gt;
A Heart Scar is a dramatic, lasting change, but it does not define a princess completely. Different princesses react in different ways: embracing it, fighting it, hiding it, or redefining themselves through it.&lt;br /&gt;
&lt;br /&gt;
Heart scars are a known risk. They carry a mix of respect and unease. It is considered impolite to ask about them directly, they are spoken of with care. Supporting someone through a scar is a [[Actions_(PW)#Tender|Tender]] action.&lt;br /&gt;
&lt;br /&gt;
==== Player Guidance ====&lt;br /&gt;
Do not treat Heart Scars as a failure. They are part of play.&lt;br /&gt;
&lt;br /&gt;
A scar clears Stress and creates new roleplaying opportunities. A princess may retire after too many scars, but this is not the end of her story.&lt;br /&gt;
&lt;br /&gt;
==== GM Guidance ====&lt;br /&gt;
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.&lt;br /&gt;
&lt;br /&gt;
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.&lt;br /&gt;
&lt;br /&gt;
==== Retirement ====&lt;br /&gt;
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.&lt;br /&gt;
&lt;br /&gt;
She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.&lt;br /&gt;
&lt;br /&gt;
If she remains:&lt;br /&gt;
* She becomes a cohort under GM control&lt;br /&gt;
* She avoids situations related to the cause of her final scar&lt;br /&gt;
&lt;br /&gt;
If she leaves:&lt;br /&gt;
* The kingdom gains +6 Standing&lt;br /&gt;
* She becomes a contact&lt;br /&gt;
&lt;br /&gt;
On either path the kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89122</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89122"/>
		<updated>2026-03-26T14:14:54Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Heart Scars in Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
&lt;br /&gt;
The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
Position describes how dangerous or troublesome the action is. The three Positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; A clear opportunity with little opposition.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; A contest on even footing.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; A serious disadvantage or immediate danger.&lt;br /&gt;
&lt;br /&gt;
By default, Action rolls are Risky. Worsen Position to Desperate when the situation is especially dangerous. Improve it to Controlled when the situation is favorable. If there is no real danger, do not roll, or use a [[#Fumble Roll|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get?&lt;br /&gt;
In a contest with another actor, Position reflects their Effect. A Desperate Position implies they have Great Effect. A Controlled Position implies they have Limited Effect.&lt;br /&gt;
&lt;br /&gt;
You do not need to decide on the exact Consequence at this point, the GM may offer hints but its often easier to decide the exact Consequence after the roll.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Effect describes how much the action accomplishes on success. The five Effect levels are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great:&#039;&#039;&#039; More than expected; additional benefit or advantage.&lt;br /&gt;
* &#039;&#039;&#039;Standard:&#039;&#039;&#039; The intended result.&lt;br /&gt;
* &#039;&#039;&#039;Limited:&#039;&#039;&#039; A partial or weakened result; something remains undone.&lt;br /&gt;
* &#039;&#039;&#039;None:&#039;&#039;&#039; No meaningful effect.&lt;br /&gt;
* &#039;&#039;&#039;Negative:&#039;&#039;&#039; The action cannot succeed without first improving Effect.&lt;br /&gt;
&lt;br /&gt;
The initial Effect is usually Standard. Increase it when the princess has a clear advantage. Reduce it when she is unprepared, outmatched, or using an unsuitable Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess holds a defensive position, with clear ground and time to prepare, as a group of slimes approaches. The GM sets Effect at Great; she can deal with them efficiently and secure the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess attempts to calm a crowd after all the brooms in the kingdom come to life. She is known and respected, but the crowd is large and panicked. The GM sets Effect at Standard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess confronts a raging fire elemental in a collapsing environment, with no preparation and little room to maneuver. The GM sets Effect at Limited; even on a success, she can only make limited progress in these conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, other factors may modify Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
An unusual or poorly suited Action may reduce Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources, support, and overall power.&lt;br /&gt;
&lt;br /&gt;
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess from a Tier 1 kingdom attempts to influence a Tier 4 princess. If the base Effect is Standard, it is reduced to Negative and needs two Effect increases to even get to Limited.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.&lt;br /&gt;
&lt;br /&gt;
==== Critical ====&lt;br /&gt;
A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player&#039;s control. &lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
Before the roll, players can adjust Position and Effect by the following options.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Push by spending 2 Stress or accepting a [[#Devil&#039;s Bargain|Devil’s Bargain]].&lt;br /&gt;
&lt;br /&gt;
==== Trade Position for Effect ====&lt;br /&gt;
Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
This can only be done once per roll. Position cannot be worsened beyond Desperate.&lt;br /&gt;
&lt;br /&gt;
==== Set Up ====&lt;br /&gt;
Another princess may use teamwork to [[#Set Up|Set Up]] the action. See [[#Teamwork|Teamwork]].&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that &#039;&#039;&#039;cannot be Resisted&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can [[#Assist |Assist ]] you, see [[#Teamwork|Teamwork]]&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
Roll a number of dice equal to the rating in the chosen Action.&lt;br /&gt;
&lt;br /&gt;
Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d Reduce Effect, taking a shortcut or easier approach&lt;br /&gt;
: +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]])&lt;br /&gt;
: +1d A non-player character with relevant abilities helps out&lt;br /&gt;
: +1d The situation requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest. &lt;br /&gt;
This is not a good situation.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; The action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action along. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve what you wanted to, but also suffer a Consequence that may reduce the effect or land you in other problems.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Roll and Resolve ===&lt;br /&gt;
If you have 1d or more, roll that many dice and read the highest result.&lt;br /&gt;
&lt;br /&gt;
If you have zero dice, roll 2d and read the lowest result.  &lt;br /&gt;
If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.&lt;br /&gt;
&lt;br /&gt;
The roll determines the outcome, but the table interprets what it means in the fiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2–3 — Failure&#039;&#039;&#039; You fail and suffer the expected Consequence. The situation still moves forward.&lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed and avoid any Consequence.&lt;br /&gt;
* &#039;&#039;&#039;66 — Critical Success&#039;&#039;&#039; If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
A partial success is still a success. The action happens and progress is made, but with a cost.&lt;br /&gt;
&lt;br /&gt;
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.&lt;br /&gt;
&lt;br /&gt;
GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.&lt;br /&gt;
&lt;br /&gt;
Players: You can resist Consequences by spending Stress. You can also protect others by taking consequences on their behalf. Use these tools to manage risk and support each other.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and Consequences follow the same scale.&lt;br /&gt;
&lt;br /&gt;
In a contest, Position reflects the opposing force’s Effect. A Desperate Position means the opposition has Great Effect. A Controlled Position is equivalent to Limited Effect.&lt;br /&gt;
&lt;br /&gt;
Even without an active opponent, the situation itself can impose Consequences on the same scale.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* Takes more time than expected&lt;br /&gt;
* Tick a clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Tick a clock twice&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed on a minor point of argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Desperate Position ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or forced to act for the other side&lt;br /&gt;
* Fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a type of Consequence representing injury, shock, or loss of control.&lt;br /&gt;
Princesses recover quickly and rarely stay down for long.&lt;br /&gt;
&lt;br /&gt;
Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.&lt;br /&gt;
&lt;br /&gt;
If you take Harm at a level that is already filled, mark the next higher level instead. If Level 3 is already filled, additional Harm has no further effect.&lt;br /&gt;
&lt;br /&gt;
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
=== Recovery ===&lt;br /&gt;
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).&lt;br /&gt;
&lt;br /&gt;
At the end of an Adventure, clear all remaining Harm.&lt;br /&gt;
&lt;br /&gt;
=== Harm as Consequence ===&lt;br /&gt;
Harm may represent physical, emotional, or social setbacks.&lt;br /&gt;
&lt;br /&gt;
=== Harm Levels ===&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Minor injuries or distress. −1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Serious injury or loss of control. Reduced Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unable to act unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.&lt;br /&gt;
Create a clock when progress needs to be tracked over multiple actions.&lt;br /&gt;
&lt;br /&gt;
Most clocks are relatively short, a 4 tick clock handles most routine situations.&lt;br /&gt;
Long and complex problems may require long clocks, especially in downtime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Result !! Friendly Clock (Effect) !! Hostile Clock (Consequence)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039; || Clear all ticks || Fill clock&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Failure (2–3)&#039;&#039;&#039; || 1 tick || 2 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Success (4–5)&#039;&#039;&#039; || 2 ticks || 1 tick&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039; || 3 ticks || 0 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critical (66)&#039;&#039;&#039; || 5 ticks || Remove 1 tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect modifies ticks:&lt;br /&gt;
* Limited: −1 tick&lt;br /&gt;
* Great: +1 tick&lt;br /&gt;
&lt;br /&gt;
During an Adventure, rolls still carry Consequences as normal.&lt;br /&gt;
&lt;br /&gt;
In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.&lt;br /&gt;
&lt;br /&gt;
=== Hostile Clocks ===&lt;br /&gt;
Hostile clocks track threats, opposition, or danger that builds over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are sneaking through a guarded palace. A six-segment alarm clock tracks suspicion. Failed or noisy actions add ticks. When the clock fills, the alarm is raised and guards converge on their position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are aboard a damaged ship. A four-segment sinking clock tracks flooding. Each time it fills, a deck is flooded. After three decks are lost, the ship sinks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Rolls ==&lt;br /&gt;
You may make a Resistance Roll when you suffer a Consequence.&lt;br /&gt;
&lt;br /&gt;
Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given Consequence once.&lt;br /&gt;
&lt;br /&gt;
=== Effect ===&lt;br /&gt;
In general, resistance reduces a Consequence by two levels:&lt;br /&gt;
* Deadly → Controlled&lt;br /&gt;
* Standard or Controlled → avoided&lt;br /&gt;
&lt;br /&gt;
In especially dramatic situations, the GM may reduce it by only one level.&lt;br /&gt;
&lt;br /&gt;
Harm is reduced by one level when resisted.&lt;br /&gt;
&lt;br /&gt;
=== Roll ===&lt;br /&gt;
Roll the Attribute that best matches the Consequence:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental strain, magic, or knowledge&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm or exertion&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social pressure, emotional strain, or strange effects&lt;br /&gt;
&lt;br /&gt;
The GM chooses the Attribute.&lt;br /&gt;
&lt;br /&gt;
Mark 6 Stress minus the highest die result.&lt;br /&gt;
On a critical, clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&#039;&#039;Stella is struck by an elemental and would take Level 2 Harm: &amp;quot;Crushed.&amp;quot; She resists. The GM calls for Prowess. She rolls 2d and gets a 2 and a 1, marking 4 Stress. The Harm is reduced to Level 1: &amp;quot;Bruised Ribs.&amp;quot; &#039;&#039;&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls and Resistance Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.&lt;br /&gt;
&lt;br /&gt;
Roll as normal. Only a &#039;&#039;&#039;1&#039;&#039;&#039; matters; any other result is a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Use this roll when there is no risk, but the amount or quality of information is uncertain.&lt;br /&gt;
&lt;br /&gt;
Higher results provide clearer, more useful, or more detailed information.&lt;br /&gt;
&lt;br /&gt;
This is commonly used for observation, investigation, or routine tasks where outcome quality matters, such as advancing a [[#Progress Clocks|Progress Clock]] without immediate Consequences.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Downtime Rolls are made during downtime to determine how much progress is achieved.&lt;br /&gt;
&lt;br /&gt;
They have no Position. Effect still applies, but Position cannot be traded for Effect.&lt;br /&gt;
&lt;br /&gt;
Downtime Rolls do not generate Consequences, except on a Fumble.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.&lt;br /&gt;
&lt;br /&gt;
They are typically rolled as 1d6:&lt;br /&gt;
* 1: worst outcome&lt;br /&gt;
* 2–3: poor outcome&lt;br /&gt;
* 4–5: good outcome&lt;br /&gt;
* 6: best outcome&lt;br /&gt;
&lt;br /&gt;
The GM may modify the number of dice based on circumstances or advantage.&lt;br /&gt;
A common type of Fortune roll uses Tier for the number of dice to reflect how well a mechanism or group of people handles a situation.&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in several ways using teamwork.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
Assist another princess’s Action roll.&lt;br /&gt;
&lt;br /&gt;
Describe how you help and mark 1 Stress. They gain +1d.&lt;br /&gt;
&lt;br /&gt;
You may Assist even if you have no rating in the Action, as long as your help fits the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening a door as someone charges through, steadying them as they climb, offering a reassuring touch at a tea party, or exchanging a glance to bolster their confidence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action allows multiple princesses to act together.&lt;br /&gt;
&lt;br /&gt;
One princess leads and describes how the group approaches the task.&lt;br /&gt;
&lt;br /&gt;
Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.&lt;br /&gt;
&lt;br /&gt;
The leader marks 1 Stress for each participant whose best result is a &#039;&#039;&#039;1–3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;1&#039;&#039;&#039; is a fumble. The acting princess suffers a Consequence as normal.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
Step in to take a Consequence meant for another.&lt;br /&gt;
&lt;br /&gt;
Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action prepares the situation for a following Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you create an advantage, then make an Action roll.&lt;br /&gt;
&lt;br /&gt;
On a &#039;&#039;&#039;4+&#039;&#039;&#039;, the next Action gains +1 Effect.  &lt;br /&gt;
On a &#039;&#039;&#039;6&#039;&#039;&#039;, the GM may grant an additional benefit.&lt;br /&gt;
&lt;br /&gt;
A Set Up roll does not generate Effect of its own; it only improves the following Action.&lt;br /&gt;
&lt;br /&gt;
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.&lt;br /&gt;
&lt;br /&gt;
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource used to influence rolls and avoid consequences.&lt;br /&gt;
&lt;br /&gt;
* [[#Push|Push]] to improve Effect&lt;br /&gt;
* [[#Assist|Assist]] to give another princess +1d&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
A Heart Scar is a dramatic event that may alter the scene. The GM determines its immediate impact and what actions the princess can take.&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Outcomes ===&lt;br /&gt;
* Removed from the scene to recover&lt;br /&gt;
* Overcome with power and acts on it immediately&lt;br /&gt;
* Incapacitated, possibly returning at a dramatic moment&lt;br /&gt;
* Becomes the focus of the scene before collapsing&lt;br /&gt;
* The change is subtle, with effects emerging later&lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished.  &lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.# &#039;&#039;&#039;Cutting:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong?&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You avoid relying on others and isolate yourself, even when cooperation would help.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is too much. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets.&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. Is there even any point?&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; You ignore anything that challenges your view of the situation.&lt;br /&gt;
# &#039;&#039;&#039;Unsteady:&#039;&#039;&#039; Your movement is impaired. You may limp, shake, or lose balance under pressure.&lt;br /&gt;
# &#039;&#039;&#039;Supported:&#039;&#039;&#039; You cannot walk normally. You rely on a device, mount, or magic to move.&lt;br /&gt;
# &#039;&#039;&#039;Prosthetic:&#039;&#039;&#039; A part of your body has been replaced with magic. It functions, but lacks sensation.&lt;br /&gt;
# &#039;&#039;&#039;One-Eyed:&#039;&#039;&#039; You have lost an eye. You have a blind side and struggle with awareness in close situations.&lt;br /&gt;
# &#039;&#039;&#039;Transformed Limbs:&#039;&#039;&#039; Your limbs are powerful but unwieldy — suited for force, not finesse.&lt;br /&gt;
# &#039;&#039;&#039;Weapon Bond:&#039;&#039;&#039; Your weapon has fused with your body and cannot be set aside.&lt;br /&gt;
# &#039;&#039;&#039;Marked:&#039;&#039;&#039; You bear a visible physical change that cannot be hidden.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Specialty:&#039;&#039;&#039; Your body visibly reflects your Specialty and marks you as unusual.&lt;br /&gt;
# &#039;&#039;&#039;Stress Echoes:&#039;&#039;&#039; Your power leaks out under pressure in uncontrolled ways.&lt;br /&gt;
# &#039;&#039;&#039;Spark Echoes:&#039;&#039;&#039; Your magic manifests unpredictably when you are low on Spark.&lt;br /&gt;
# &#039;&#039;&#039;Spark Aura:&#039;&#039;&#039; Your magic is visibly present and visibly fades as your Spark is spent.&lt;br /&gt;
&lt;br /&gt;
Optionally a princess may begin play with one Heart Scar. If she does, she may take up to five additional Heart Scars before being forced to retire instead of four.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars in Play ===&lt;br /&gt;
A Heart Scar is a dramatic, lasting change, but it does not define a princess completely. Different princesses react in different ways: embracing it, fighting it, hiding it, or redefining themselves through it.&lt;br /&gt;
&lt;br /&gt;
Heart scars are a known risk. They carry a mix of respect and unease. It is considered impolite to ask about them directly, they are spoken of with care. Supporting someone through a scar is a [[Actions_(PW)#Tender|Tender]] action.&lt;br /&gt;
&lt;br /&gt;
==== Player Guidance ====&lt;br /&gt;
Do not treat Heart Scars as a failure. They are part of play.&lt;br /&gt;
&lt;br /&gt;
A scar clears Stress and creates new roleplaying opportunities. A princess may retire after too many scars, but this is not the end of her story.&lt;br /&gt;
&lt;br /&gt;
==== GM Guidance ====&lt;br /&gt;
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.&lt;br /&gt;
&lt;br /&gt;
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.&lt;br /&gt;
&lt;br /&gt;
==== Retirement ====&lt;br /&gt;
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.&lt;br /&gt;
&lt;br /&gt;
She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.&lt;br /&gt;
&lt;br /&gt;
If she remains:&lt;br /&gt;
* She becomes a cohort under GM control&lt;br /&gt;
* She avoids situations related to the cause of her final scar&lt;br /&gt;
&lt;br /&gt;
If she leaves:&lt;br /&gt;
* The kingdom gains +6 Standing&lt;br /&gt;
* She becomes a contact&lt;br /&gt;
&lt;br /&gt;
On either path the kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89121</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89121"/>
		<updated>2026-03-26T14:13:35Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
&lt;br /&gt;
The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
Position describes how dangerous or troublesome the action is. The three Positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; A clear opportunity with little opposition.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; A contest on even footing.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; A serious disadvantage or immediate danger.&lt;br /&gt;
&lt;br /&gt;
By default, Action rolls are Risky. Worsen Position to Desperate when the situation is especially dangerous. Improve it to Controlled when the situation is favorable. If there is no real danger, do not roll, or use a [[#Fumble Roll|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get?&lt;br /&gt;
In a contest with another actor, Position reflects their Effect. A Desperate Position implies they have Great Effect. A Controlled Position implies they have Limited Effect.&lt;br /&gt;
&lt;br /&gt;
You do not need to decide on the exact Consequence at this point, the GM may offer hints but its often easier to decide the exact Consequence after the roll.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Effect describes how much the action accomplishes on success. The five Effect levels are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Great:&#039;&#039;&#039; More than expected; additional benefit or advantage.&lt;br /&gt;
* &#039;&#039;&#039;Standard:&#039;&#039;&#039; The intended result.&lt;br /&gt;
* &#039;&#039;&#039;Limited:&#039;&#039;&#039; A partial or weakened result; something remains undone.&lt;br /&gt;
* &#039;&#039;&#039;None:&#039;&#039;&#039; No meaningful effect.&lt;br /&gt;
* &#039;&#039;&#039;Negative:&#039;&#039;&#039; The action cannot succeed without first improving Effect.&lt;br /&gt;
&lt;br /&gt;
The initial Effect is usually Standard. Increase it when the princess has a clear advantage. Reduce it when she is unprepared, outmatched, or using an unsuitable Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess holds a defensive position, with clear ground and time to prepare, as a group of slimes approaches. The GM sets Effect at Great; she can deal with them efficiently and secure the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess attempts to calm a crowd after all the brooms in the kingdom come to life. She is known and respected, but the crowd is large and panicked. The GM sets Effect at Standard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess confronts a raging fire elemental in a collapsing environment, with no preparation and little room to maneuver. The GM sets Effect at Limited; even on a success, she can only make limited progress in these conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, other factors may modify Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
An unusual or poorly suited Action may reduce Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources, support, and overall power.&lt;br /&gt;
&lt;br /&gt;
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess from a Tier 1 kingdom attempts to influence a Tier 4 princess. If the base Effect is Standard, it is reduced to Negative and needs two Effect increases to even get to Limited.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.&lt;br /&gt;
&lt;br /&gt;
==== Critical ====&lt;br /&gt;
A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player&#039;s control. &lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
Before the roll, players can adjust Position and Effect by the following options.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Push by spending 2 Stress or accepting a [[#Devil&#039;s Bargain|Devil’s Bargain]].&lt;br /&gt;
&lt;br /&gt;
==== Trade Position for Effect ====&lt;br /&gt;
Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
This can only be done once per roll. Position cannot be worsened beyond Desperate.&lt;br /&gt;
&lt;br /&gt;
==== Set Up ====&lt;br /&gt;
Another princess may use teamwork to [[#Set Up|Set Up]] the action. See [[#Teamwork|Teamwork]].&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that &#039;&#039;&#039;cannot be Resisted&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can [[#Assist |Assist ]] you, see [[#Teamwork|Teamwork]]&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
Roll a number of dice equal to the rating in the chosen Action.&lt;br /&gt;
&lt;br /&gt;
Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d Reduce Effect, taking a shortcut or easier approach&lt;br /&gt;
: +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]])&lt;br /&gt;
: +1d A non-player character with relevant abilities helps out&lt;br /&gt;
: +1d The situation requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest. &lt;br /&gt;
This is not a good situation.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; The action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action along. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve what you wanted to, but also suffer a Consequence that may reduce the effect or land you in other problems.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Roll and Resolve ===&lt;br /&gt;
If you have 1d or more, roll that many dice and read the highest result.&lt;br /&gt;
&lt;br /&gt;
If you have zero dice, roll 2d and read the lowest result.  &lt;br /&gt;
If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.&lt;br /&gt;
&lt;br /&gt;
The roll determines the outcome, but the table interprets what it means in the fiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2–3 — Failure&#039;&#039;&#039; You fail and suffer the expected Consequence. The situation still moves forward.&lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed and avoid any Consequence.&lt;br /&gt;
* &#039;&#039;&#039;66 — Critical Success&#039;&#039;&#039; If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
A partial success is still a success. The action happens and progress is made, but with a cost.&lt;br /&gt;
&lt;br /&gt;
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.&lt;br /&gt;
&lt;br /&gt;
GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.&lt;br /&gt;
&lt;br /&gt;
Players: You can resist Consequences by spending Stress. You can also protect others by taking consequences on their behalf. Use these tools to manage risk and support each other.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and Consequences follow the same scale.&lt;br /&gt;
&lt;br /&gt;
In a contest, Position reflects the opposing force’s Effect. A Desperate Position means the opposition has Great Effect. A Controlled Position is equivalent to Limited Effect.&lt;br /&gt;
&lt;br /&gt;
Even without an active opponent, the situation itself can impose Consequences on the same scale.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* Takes more time than expected&lt;br /&gt;
* Tick a clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Tick a clock twice&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed on a minor point of argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Desperate Position ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or forced to act for the other side&lt;br /&gt;
* Fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a type of Consequence representing injury, shock, or loss of control.&lt;br /&gt;
Princesses recover quickly and rarely stay down for long.&lt;br /&gt;
&lt;br /&gt;
Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.&lt;br /&gt;
&lt;br /&gt;
If you take Harm at a level that is already filled, mark the next higher level instead. If Level 3 is already filled, additional Harm has no further effect.&lt;br /&gt;
&lt;br /&gt;
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
=== Recovery ===&lt;br /&gt;
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).&lt;br /&gt;
&lt;br /&gt;
At the end of an Adventure, clear all remaining Harm.&lt;br /&gt;
&lt;br /&gt;
=== Harm as Consequence ===&lt;br /&gt;
Harm may represent physical, emotional, or social setbacks.&lt;br /&gt;
&lt;br /&gt;
=== Harm Levels ===&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Minor injuries or distress. −1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Serious injury or loss of control. Reduced Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unable to act unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.&lt;br /&gt;
Create a clock when progress needs to be tracked over multiple actions.&lt;br /&gt;
&lt;br /&gt;
Most clocks are relatively short, a 4 tick clock handles most routine situations.&lt;br /&gt;
Long and complex problems may require long clocks, especially in downtime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Result !! Friendly Clock (Effect) !! Hostile Clock (Consequence)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039; || Clear all ticks || Fill clock&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Failure (2–3)&#039;&#039;&#039; || 1 tick || 2 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Success (4–5)&#039;&#039;&#039; || 2 ticks || 1 tick&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039; || 3 ticks || 0 ticks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Critical (66)&#039;&#039;&#039; || 5 ticks || Remove 1 tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect modifies ticks:&lt;br /&gt;
* Limited: −1 tick&lt;br /&gt;
* Great: +1 tick&lt;br /&gt;
&lt;br /&gt;
During an Adventure, rolls still carry Consequences as normal.&lt;br /&gt;
&lt;br /&gt;
In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.&lt;br /&gt;
&lt;br /&gt;
=== Hostile Clocks ===&lt;br /&gt;
Hostile clocks track threats, opposition, or danger that builds over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are sneaking through a guarded palace. A six-segment alarm clock tracks suspicion. Failed or noisy actions add ticks. When the clock fills, the alarm is raised and guards converge on their position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: The princesses are aboard a damaged ship. A four-segment sinking clock tracks flooding. Each time it fills, a deck is flooded. After three decks are lost, the ship sinks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Rolls ==&lt;br /&gt;
You may make a Resistance Roll when you suffer a Consequence.&lt;br /&gt;
&lt;br /&gt;
Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given Consequence once.&lt;br /&gt;
&lt;br /&gt;
=== Effect ===&lt;br /&gt;
In general, resistance reduces a Consequence by two levels:&lt;br /&gt;
* Deadly → Controlled&lt;br /&gt;
* Standard or Controlled → avoided&lt;br /&gt;
&lt;br /&gt;
In especially dramatic situations, the GM may reduce it by only one level.&lt;br /&gt;
&lt;br /&gt;
Harm is reduced by one level when resisted.&lt;br /&gt;
&lt;br /&gt;
=== Roll ===&lt;br /&gt;
Roll the Attribute that best matches the Consequence:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental strain, magic, or knowledge&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm or exertion&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social pressure, emotional strain, or strange effects&lt;br /&gt;
&lt;br /&gt;
The GM chooses the Attribute.&lt;br /&gt;
&lt;br /&gt;
Mark 6 Stress minus the highest die result.&lt;br /&gt;
On a critical, clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&#039;&#039;Stella is struck by an elemental and would take Level 2 Harm: &amp;quot;Crushed.&amp;quot; She resists. The GM calls for Prowess. She rolls 2d and gets a 2 and a 1, marking 4 Stress. The Harm is reduced to Level 1: &amp;quot;Bruised Ribs.&amp;quot; &#039;&#039;&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls and Resistance Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.&lt;br /&gt;
&lt;br /&gt;
Roll as normal. Only a &#039;&#039;&#039;1&#039;&#039;&#039; matters; any other result is a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Use this roll when there is no risk, but the amount or quality of information is uncertain.&lt;br /&gt;
&lt;br /&gt;
Higher results provide clearer, more useful, or more detailed information.&lt;br /&gt;
&lt;br /&gt;
This is commonly used for observation, investigation, or routine tasks where outcome quality matters, such as advancing a [[#Progress Clocks|Progress Clock]] without immediate Consequences.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Downtime Rolls are made during downtime to determine how much progress is achieved.&lt;br /&gt;
&lt;br /&gt;
They have no Position. Effect still applies, but Position cannot be traded for Effect.&lt;br /&gt;
&lt;br /&gt;
Downtime Rolls do not generate Consequences, except on a Fumble.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.&lt;br /&gt;
&lt;br /&gt;
They are typically rolled as 1d6:&lt;br /&gt;
* 1: worst outcome&lt;br /&gt;
* 2–3: poor outcome&lt;br /&gt;
* 4–5: good outcome&lt;br /&gt;
* 6: best outcome&lt;br /&gt;
&lt;br /&gt;
The GM may modify the number of dice based on circumstances or advantage.&lt;br /&gt;
A common type of Fortune roll uses Tier for the number of dice to reflect how well a mechanism or group of people handles a situation.&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in several ways using teamwork.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
Assist another princess’s Action roll.&lt;br /&gt;
&lt;br /&gt;
Describe how you help and mark 1 Stress. They gain +1d.&lt;br /&gt;
&lt;br /&gt;
You may Assist even if you have no rating in the Action, as long as your help fits the situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening a door as someone charges through, steadying them as they climb, offering a reassuring touch at a tea party, or exchanging a glance to bolster their confidence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action allows multiple princesses to act together.&lt;br /&gt;
&lt;br /&gt;
One princess leads and describes how the group approaches the task.&lt;br /&gt;
&lt;br /&gt;
Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.&lt;br /&gt;
&lt;br /&gt;
The leader marks 1 Stress for each participant whose best result is a &#039;&#039;&#039;1–3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;1&#039;&#039;&#039; is a fumble. The acting princess suffers a Consequence as normal.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
Step in to take a Consequence meant for another.&lt;br /&gt;
&lt;br /&gt;
Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action prepares the situation for a following Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you create an advantage, then make an Action roll.&lt;br /&gt;
&lt;br /&gt;
On a &#039;&#039;&#039;4+&#039;&#039;&#039;, the next Action gains +1 Effect.  &lt;br /&gt;
On a &#039;&#039;&#039;6&#039;&#039;&#039;, the GM may grant an additional benefit.&lt;br /&gt;
&lt;br /&gt;
A Set Up roll does not generate Effect of its own; it only improves the following Action.&lt;br /&gt;
&lt;br /&gt;
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.&lt;br /&gt;
&lt;br /&gt;
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource used to influence rolls and avoid consequences.&lt;br /&gt;
&lt;br /&gt;
* [[#Push|Push]] to improve Effect&lt;br /&gt;
* [[#Assist|Assist]] to give another princess +1d&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
A Heart Scar is a dramatic event that may alter the scene. The GM determines its immediate impact and what actions the princess can take.&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Outcomes ===&lt;br /&gt;
* Removed from the scene to recover&lt;br /&gt;
* Overcome with power and acts on it immediately&lt;br /&gt;
* Incapacitated, possibly returning at a dramatic moment&lt;br /&gt;
* Becomes the focus of the scene before collapsing&lt;br /&gt;
* The change is subtle, with effects emerging later&lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished.  &lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.# &#039;&#039;&#039;Cutting:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong?&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You avoid relying on others and isolate yourself, even when cooperation would help.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is too much. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets.&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. Is there even any point?&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; You ignore anything that challenges your view of the situation.&lt;br /&gt;
# &#039;&#039;&#039;Unsteady:&#039;&#039;&#039; Your movement is impaired. You may limp, shake, or lose balance under pressure.&lt;br /&gt;
# &#039;&#039;&#039;Supported:&#039;&#039;&#039; You cannot walk normally. You rely on a device, mount, or magic to move.&lt;br /&gt;
# &#039;&#039;&#039;Prosthetic:&#039;&#039;&#039; A part of your body has been replaced with magic. It functions, but lacks sensation.&lt;br /&gt;
# &#039;&#039;&#039;One-Eyed:&#039;&#039;&#039; You have lost an eye. You have a blind side and struggle with awareness in close situations.&lt;br /&gt;
# &#039;&#039;&#039;Transformed Limbs:&#039;&#039;&#039; Your limbs are powerful but unwieldy — suited for force, not finesse.&lt;br /&gt;
# &#039;&#039;&#039;Weapon Bond:&#039;&#039;&#039; Your weapon has fused with your body and cannot be set aside.&lt;br /&gt;
# &#039;&#039;&#039;Marked:&#039;&#039;&#039; You bear a visible physical change that cannot be hidden.&lt;br /&gt;
# &#039;&#039;&#039;Manifest Specialty:&#039;&#039;&#039; Your body visibly reflects your Specialty and marks you as unusual.&lt;br /&gt;
# &#039;&#039;&#039;Stress Echoes:&#039;&#039;&#039; Your power leaks out under pressure in uncontrolled ways.&lt;br /&gt;
# &#039;&#039;&#039;Spark Echoes:&#039;&#039;&#039; Your magic manifests unpredictably when you are low on Spark.&lt;br /&gt;
# &#039;&#039;&#039;Spark Aura:&#039;&#039;&#039; Your magic is visibly present and visibly fades as your Spark is spent.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars in Play ===&lt;br /&gt;
A Heart Scar is a dramatic, lasting change, but it does not define a princess completely. Different princesses react in different ways: embracing it, fighting it, hiding it, or redefining themselves through it.&lt;br /&gt;
&lt;br /&gt;
Heart scars are a known risk. They carry a mix of respect and unease. It is considered impolite to ask about them directly, they are spoken of with care. Supporting someone through a scar is a [[Actions_(PW)#Tender|Tender]] action.&lt;br /&gt;
&lt;br /&gt;
==== Player Guidance ====&lt;br /&gt;
Do not treat Heart Scars as a failure. They are part of play.&lt;br /&gt;
&lt;br /&gt;
A scar clears Stress and creates new roleplaying opportunities. A princess may retire after too many scars, but this is not the end of her story.&lt;br /&gt;
&lt;br /&gt;
==== GM Guidance ====&lt;br /&gt;
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.&lt;br /&gt;
&lt;br /&gt;
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.&lt;br /&gt;
&lt;br /&gt;
==== Retirement ====&lt;br /&gt;
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.&lt;br /&gt;
&lt;br /&gt;
She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.&lt;br /&gt;
&lt;br /&gt;
If she remains:&lt;br /&gt;
* She becomes a cohort under GM control&lt;br /&gt;
* She avoids situations related to the cause of her final scar&lt;br /&gt;
&lt;br /&gt;
If she leaves:&lt;br /&gt;
* The kingdom gains +6 Standing&lt;br /&gt;
* She becomes a contact&lt;br /&gt;
&lt;br /&gt;
On either path the kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89120</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89120"/>
		<updated>2026-03-26T11:43:29Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Set Up Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The princess’s desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
&lt;br /&gt;
The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or use [[#Fumble Rolls|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ¤ ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may &#039;&#039;&#039;Push&#039;&#039;&#039;. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* It takes more time than expected&lt;br /&gt;
* Tick an alarm clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or earns consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Two ticks on alarm clock&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed or impressed by a minor argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or confused into acting for the other side&lt;br /&gt;
* Awed or fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up ===&lt;br /&gt;
A Set Up is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource under the player&#039;s control, used to modify action rolls and escape consequences. &lt;br /&gt;
&lt;br /&gt;
* [[#Changing Position and Effect|Push]] to improve the Effect of an action.&lt;br /&gt;
* [[#Assist|Assist]] to help another&#039;s action by giving them +1d.&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence to avoid a detrimental result.&lt;br /&gt;
* Some special abilities cost Stress to use.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89119</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89119"/>
		<updated>2026-03-26T09:42:24Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess World is about young girls with magical powers taking on supernatural threats while also ruling their kingdoms and navigating social life with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.&lt;br /&gt;
&lt;br /&gt;
Once you have a clear action in the fiction, choose the Action that best matches how it is being done. This may lead to a short discussion with the GM to clarify which Actions apply.&lt;br /&gt;
&lt;br /&gt;
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.&lt;br /&gt;
&lt;br /&gt;
Consider her approach: her attitude, her intent, and which aspect of herself she brings forward. The same goal can be attempted in different ways, leading to different Actions and outcomes.&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig. She might boss it using Stylish, chase it down using Swift, improvise a trap using Supple, calm it with a song using Tender, or reach out to it using Pulse&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you must react to a threat before it fully manifests. The GM might describe warning signs — a strange rustling in the brush — or announce an incoming danger: &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In these situations, you rely on the perceptive aspects of your Actions to anticipate and respond. Flowing might let you spot the source of danger, Pulse could sense movement or vibrations, and Tender might reveal intent or emotion.&lt;br /&gt;
&lt;br /&gt;
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.&lt;br /&gt;
&lt;br /&gt;
Effect will often start at Limited, reflecting that you are acting on incomplete information. Success may allow you to react in time, improve your position, or reduce the impact of what is coming.&lt;br /&gt;
&lt;br /&gt;
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts something dangerous or troublesome, she makes an Action roll to find out how it goes. Action rolls — along with their Effect and Consequences — drive most of the game.&lt;br /&gt;
&lt;br /&gt;
The flow of an Action roll is as follows:&lt;br /&gt;
* The player states their goal.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM proposes the Position for the roll.&lt;br /&gt;
* The GM proposes the Effect level.&lt;br /&gt;
* The player may expend resources to:&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice, and the result is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
State what the princess is trying to achieve, not just what she is doing.&lt;br /&gt;
&lt;br /&gt;
Not just &#039;&#039;&amp;quot;I attack the monsters,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want to drive them off and make them fear me.&amp;quot;&#039;&#039; Not just &#039;&#039;&amp;quot;I talk to the faction representative,&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I want them to favor my kingdom over my rival&#039;s.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The princess’s desired outcome should be clear before the roll.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
Choose the Action that best matches how the princess approaches the situation.&lt;br /&gt;
&lt;br /&gt;
There is often overlap between Actions, but not every Action fits every approach. For example, Flash is not appropriate for picking a lock, but it could be used to kick a door open.&lt;br /&gt;
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The player and GM should agree on the Action. The GM may adjust Position or Effect based on how well the chosen Action fits the approach.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or use [[#Fumble Rolls|Fumble Roll]] or [[#Gather_Information|Gather Information]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
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When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ¤ ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may &#039;&#039;&#039;Push&#039;&#039;&#039;. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* It takes more time than expected&lt;br /&gt;
* Tick an alarm clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or earns consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Two ticks on alarm clock&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed or impressed by a minor argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or confused into acting for the other side&lt;br /&gt;
* Awed or fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource under the player&#039;s control, used to modify action rolls and escape consequences. &lt;br /&gt;
&lt;br /&gt;
* [[#Changing Position and Effect|Push]] to improve the Effect of an action.&lt;br /&gt;
* [[#Assist|Assist]] to help another&#039;s action by giving them +1d.&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence to avoid a detrimental result.&lt;br /&gt;
* Some special abilities cost Stress to use.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89118</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89118"/>
		<updated>2026-03-26T09:05:34Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Keep Moving Forward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may &#039;&#039;&#039;Push&#039;&#039;&#039;. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* It takes more time than expected&lt;br /&gt;
* Tick an alarm clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or earns consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Two ticks on alarm clock&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed or impressed by a minor argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or confused into acting for the other side&lt;br /&gt;
* Awed or fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource under the player&#039;s control, used to modify action rolls and escape consequences. &lt;br /&gt;
&lt;br /&gt;
* [[#Changing Position and Effect|Push]] to improve the Effect of an action.&lt;br /&gt;
* [[#Assist|Assist]] to help another&#039;s action by giving them +1d.&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence to avoid a detrimental result.&lt;br /&gt;
* Some special abilities cost Stress to use.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89117</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89117"/>
		<updated>2026-03-26T09:04:55Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Example Effects and Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may &#039;&#039;&#039;Push&#039;&#039;&#039;. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback.&lt;br /&gt;
* It takes more time than expected&lt;br /&gt;
* Tick an alarm clock&lt;br /&gt;
* Thrown off balance or forced out of position&lt;br /&gt;
* Unwanted attention is drawn&lt;br /&gt;
* Momentarily stunned&lt;br /&gt;
* Someone gains sympathy or earns consideration&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback.&lt;br /&gt;
* Sidetracked for the rest of the scene&lt;br /&gt;
* Two ticks on alarm clock&lt;br /&gt;
* Exposed or cornered in a precarious position&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Incapacitated for a moment&lt;br /&gt;
* Swayed or impressed by a minor argument&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 Harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Lost, abducted, or otherwise removed from the Adventure&lt;br /&gt;
* The alarm is raised&lt;br /&gt;
* In immediate, life-threatening danger&lt;br /&gt;
* Incontestable evidence is left behind&lt;br /&gt;
* Mind controlled or confused into acting for the other side&lt;br /&gt;
* Awed or fully convinced by another’s argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource under the player&#039;s control, used to modify action rolls and escape consequences. &lt;br /&gt;
&lt;br /&gt;
* [[#Changing Position and Effect|Push]] to improve the Effect of an action.&lt;br /&gt;
* [[#Assist|Assist]] to help another&#039;s action by giving them +1d.&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence to avoid a detrimental result.&lt;br /&gt;
* Some special abilities cost Stress to use.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89116</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89116"/>
		<updated>2026-03-26T08:33:48Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Stress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may &#039;&#039;&#039;Push&#039;&#039;&#039;. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept anther&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
=== Uses of Stress ===&lt;br /&gt;
Stress is a resource under the player&#039;s control, used to modify action rolls and escape consequences. &lt;br /&gt;
&lt;br /&gt;
* [[#Changing Position and Effect|Push]] to improve the Effect of an action.&lt;br /&gt;
* [[#Assist|Assist]] to help another&#039;s action by giving them +1d.&lt;br /&gt;
* [[#Resistance Rolls|Resist]] a Consequence to avoid a detrimental result.&lt;br /&gt;
* Some special abilities cost Stress to use.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89115</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89115"/>
		<updated>2026-03-26T08:25:41Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Devil&amp;#039;s Bargain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may &#039;&#039;&#039;Push&#039;&#039;&#039;. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept anther&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89114</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89114"/>
		<updated>2026-03-26T08:25:17Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Changing Position and Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may &#039;&#039;&#039;Push&#039;&#039;&#039;. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept anther&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89113</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89113"/>
		<updated>2026-03-26T08:24:47Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept anther&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89112</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89112"/>
		<updated>2026-03-26T08:24:25Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept anther&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
=== Ideas for Heart Scars ===&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89111</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89111"/>
		<updated>2026-03-25T23:06:07Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you Actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the Action they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may expend resources&lt;br /&gt;
** Change Position&lt;br /&gt;
** Change Effect&lt;br /&gt;
** Change the number of dice rolled&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you&#039;re trying to pick a lock isn&#039;t the most appropriate Action, but it could be if you&#039;re just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Action ====&lt;br /&gt;
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept anther&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Gather Information ===&lt;br /&gt;
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort under the GM&#039;s control. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89110</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89110"/>
		<updated>2026-03-25T22:30:48Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first.  Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require A roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039; In such a situation your options you rely on the perceptive aspects of you actions.  Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence. Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome, they make an action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the potential for failure or consequences. The possible results of the action roll depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just &amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should agree on the appropriate aspect to use. For example, rolling using Tough when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it could be if you&#039;re just trying to kick the door open. The GM might change the position or the effect depending on the aspect used, and how convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player. The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure (or a partial success). Ask the question, what happens if this goes wrong? Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will just be a binary pass or fail choice, other times there may be degrees of success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard.  However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, some other thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers.  If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess&#039;s kingdom has -2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its OK to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time, though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a complete wash. It&#039;s important to remember that a partial success is still a success, it just means there&#039;s some kind of cost or unwanted consequence. The action still happens and the princess makes progress towards achieving her goal. She might get thrown around and beaten and discouraged, she might attract the attention of every elemental in the area, she might put ticks on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also letting the princesses make big steps towards what they want. If you&#039;re having trouble thinking of consequences, there&#039;s a table in Appendix B (pg 108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say &amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Stress and potential scars, but that&#039;s all part of being a princess. Strong heart, easily scarred. You can also Protect That Smile on the behalf of others, taking consequences for them. When you&#039;re fighting monsters, the fighty princess can step in and take the hits. When you&#039;re at a party, the talky princess can be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept anther&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a sub type of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down for long. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise OK very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper giving -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a consequence they don&#039;t like. The roll tells us how much Stress their character suffers to reduce the severity of a consequence. When you resist that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll make a resistance roll to see how much Stress your character marks as a result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you shout orders, conjure helpful glowing symbols in the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Stress counter with ten steps. Stress represents the heaviness of the princess&#039;s heart and the burden she is bearing; the more she pushes herself and the more Stress she suffers, the heavier the responsibility she feels and the harder everything seems. If Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. &lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# &#039;&#039;&#039;Regretful:&#039;&#039;&#039; You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# &#039;&#039;&#039;Guilty:&#039;&#039;&#039; Why did you DO that? Why do you always mess up?&lt;br /&gt;
# &#039;&#039;&#039;Cold:&#039;&#039;&#039; Feelings are a distraction.&lt;br /&gt;
# &#039;&#039;&#039;Hot:&#039;&#039;&#039; Feelings MATTER!&lt;br /&gt;
# &#039;&#039;&#039;Overwhelmed:&#039;&#039;&#039; Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# &#039;&#039;&#039;Savage:&#039;&#039;&#039; No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# &#039;&#039;&#039;Impatient:&#039;&#039;&#039; You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# &#039;&#039;&#039;Overprotective:&#039;&#039;&#039; As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# &#039;&#039;&#039;Contentious:&#039;&#039;&#039; WHAT DID YOU JUST SAY?&lt;br /&gt;
# &#039;&#039;&#039;Vindictive:&#039;&#039;&#039; They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# &#039;&#039;&#039;Manic:&#039;&#039;&#039; Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# &#039;&#039;&#039;Withdrawn:&#039;&#039;&#039; You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# &#039;&#039;&#039;Proud:&#039;&#039;&#039; You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# &#039;&#039;&#039;Competitive:&#039;&#039;&#039; Anything&#039;s better than losing.&lt;br /&gt;
# &#039;&#039;&#039;Trusting:&#039;&#039;&#039; They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# &#039;&#039;&#039;Merciless:&#039;&#039;&#039; Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# &#039;&#039;&#039;Reckless:&#039;&#039;&#039; You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# &#039;&#039;&#039;Idealistic:&#039;&#039;&#039; You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# &#039;&#039;&#039;Blinkered:&#039;&#039;&#039; This is fine.&lt;br /&gt;
# &#039;&#039;&#039;Relentless:&#039;&#039;&#039; So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# &#039;&#039;&#039;Paranoid:&#039;&#039;&#039; Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# &#039;&#039;&#039;Shy:&#039;&#039;&#039; Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# &#039;&#039;&#039;Stubborn:&#039;&#039;&#039; No.&lt;br /&gt;
# &#039;&#039;&#039;Anxious:&#039;&#039;&#039; What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# &#039;&#039;&#039;Obsessed:&#039;&#039;&#039; Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# &#039;&#039;&#039;Disillusioned:&#039;&#039;&#039; It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# &#039;&#039;&#039;Arrogant:&#039;&#039;&#039; This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# &#039;&#039;&#039;Selfish:&#039;&#039;&#039; Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# &#039;&#039;&#039;Apathetic:&#039;&#039;&#039; Whatever.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it doesn&#039;t have to define them going forward. Nobody is just one thing, and every princess is going to react to a scar differently. Some will accept it, even embrace it, using it to drive themselves forward. Some will be afraid of this new facet of themselves. Some will fight against it, striving to be better than the heavy little darkness deep in their chest. Some will try to ignore it, throwing themselves into affairs as a distraction. Some will deny its existence, doing anything to keep from acknowledging their new scar. Some will see it as a mark of honor, a reminder of what they&#039;ve sacrificed. Some will see it as a mark of shame, a reminder of their failure. Some will be able to laugh it off; it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort of knows that it&#039;s a risk for princesses, especially frontier princesses. Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars, sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use her scars against her. After all, they could be next. Still, it&#039;s not really considered a polite conversational topic. In most situations it would be tremendously rude to ask a princess if she has any scars, akin to asking a soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed tones, when they are discussed at all, with a degree of reverence and delicacy. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].&lt;br /&gt;
&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of the world. From a game play point of view there&#039;s no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you&#039;re forced to retire, but that&#039;s not the same as dying. Either your princess becomes an NPC in the kingdom or she leaves the frontier and takes a position elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she&#039;s going to take enough Stress to gain a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense, gaining a scar should feel almost like a choice. The princess chose to push herself, to resist, to take those risky or desperate actions, to escalate. It all added up and led to this one moment. In a particularly tense or dramatic situation, when a princess already has eight or nine Stress, you could even offer a heart scar as part of a Devil&#039;s Bargain. She doesn&#039;t have to roll that desperate action. She&#039;ll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a step back from active involvement in kingdom affairs. Let the younger, brighter princesses deal with them. She&#039;s not dead or broken or useless, she just... can&#039;t do this any more. Not like she used to. The princess can still be a part of the kingdom, but she is now an NPC. The player must make a new character to continue. &lt;br /&gt;
&lt;br /&gt;
The retiring princess may remain in the kingdom as a cohort for the kingdom. She will be extremely reluctant to participate in any activities related to the event that caused her retirement. For example, if she took her fourth scar while fighting elementals in the wild lands, she won&#039;t do anything that might result in a fight or contact with elementals. If she took her fourth scar while at a party then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands. This reflects well on the kingdom — clearly this princess has worked hard and sacrificed a lot to advance her kingdom, and so the kingdom must be worthy. Immediately add six to the kingdom&#039;s Standing. Also, the princess will probably take an important position in one of the factions or otherwise act as a positive (if remote) influence. Add her as a contact for the kingdom.  &lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89109</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89109"/>
		<updated>2026-03-25T21:47:49Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Teamwork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, som other  thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers. &lt;br /&gt;
If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favor from a neighboring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each&lt;br /&gt;
PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]]. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
=== Protect ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89108</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89108"/>
		<updated>2026-03-25T16:42:07Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Teamwork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, som other  thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers. &lt;br /&gt;
If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favor from a neighboring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Assist ===&lt;br /&gt;
This is the most common and easy way to help someone else with an Action roll. &lt;br /&gt;
Its a good way to contribute even when you don’t have a rating in the action at hand.  &lt;br /&gt;
As long as it makes sense you can Assist, it takes no special ability or Action.&lt;br /&gt;
&lt;br /&gt;
Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.&lt;br /&gt;
&lt;br /&gt;
You cannot Assist an action ¤&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
&lt;br /&gt;
One princess nominates themselves as leader and describes the task at hand. &lt;br /&gt;
Everyone then decides on an Action to roll with the GM&#039;s approval. &lt;br /&gt;
This is often the same Action for everyone, but not necessarily so. &lt;br /&gt;
&lt;br /&gt;
Each PC involved makes an Action roll and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Stress for each&lt;br /&gt;
PC that rolled a failure (&#039;&#039;&#039;2-3&#039;&#039;&#039;) as their best result.&lt;br /&gt;
A fumble (&#039;&#039;&#039;1&#039;&#039;&#039;) indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.&lt;br /&gt;
&lt;br /&gt;
A group action almost guarantees success, at a stress cost for the leader. &lt;br /&gt;
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
A Set Up action is a more active way of helping another than a mere Assist. &lt;br /&gt;
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.&lt;br /&gt;
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.&lt;br /&gt;
&lt;br /&gt;
A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider. &lt;br /&gt;
When a Set Up action succeeds, you increase the Effect of another&#039;s action.&lt;br /&gt;
&lt;br /&gt;
Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89107</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89107"/>
		<updated>2026-03-25T09:35:26Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Teamwork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, som other  thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers. &lt;br /&gt;
If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favor from a neighboring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Princesses can work together in various ways, most can be covered by the teamwork rules.&lt;br /&gt;
&lt;br /&gt;
=== Group Actions ===&lt;br /&gt;
A group action is several people working together. &lt;br /&gt;
&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Downtime_(PW)&amp;diff=89106</id>
		<title>Downtime (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Downtime_(PW)&amp;diff=89106"/>
		<updated>2026-03-25T09:00:53Z</updated>

		<summary type="html">&lt;p&gt;Starfox: Created page with &amp;quot;{{PW}}{{tocright}}  == Magic Shields == Part of a princess&amp;#039;s repertoire of tricks is the ability to magically protect herself. Although they&amp;#039;re referred to as &amp;#039;shields&amp;#039; they can take any form, such as a glimmering armour aura, a burst of elegant motion that allows a dodge, a stern glance that stops an arrow in midair, or any other protective magical effect the princess likes. Generally speaking this protection will work against physical or magical attacks, but is not eff...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
== Magic Shields ==&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
=== Complication Roll Table ===&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
== Calm The Wilds ==&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
== Borrow Something Special ==&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
== Indulge Indulgence ==&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
== Reach Out ==&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
== Recover ==&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
== Take A Break ==&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
== Long Term Projects ==&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
=== Investigate ===&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
== Downtime Discussions ==&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Prompts (1d100) ===&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Environment_(PW)&amp;diff=89105</id>
		<title>Environment (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Environment_(PW)&amp;diff=89105"/>
		<updated>2026-03-25T09:00:41Z</updated>

		<summary type="html">&lt;p&gt;Starfox: Created page with &amp;quot;{{PW}}{{tocright}}  == Channelling Wild Magic ==  === Chaos === Even in the controlled lands magic is bizarre. Once you get into the deep wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded against the worst of it but even so, they are unavoidably places where there&amp;#039;s a lot of uncontrolled wild magic around. This is represented by Chaos, a measure of just how weird things are getting in and around your frontier kingdom.  Chaos increases in a number o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
== Elemental Explosions ==&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
== Chaos Sets The Stage ==&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
== The Heart Of A Princess ==&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
== Reduced Effect ==&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
== Complication ==&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
=== Harm And Injury ===&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Adventures_(PW)&amp;diff=89104</id>
		<title>Adventures (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Adventures_(PW)&amp;diff=89104"/>
		<updated>2026-03-25T08:59:27Z</updated>

		<summary type="html">&lt;p&gt;Starfox: Created page with &amp;quot;{{PW}}{{tocright}}  == Kingdom Affairs == There&amp;#039;s no avoiding it. You can&amp;#039;t ignore the problem any longer. You&amp;#039;ve got a dozen other things demanding your attention but this affair in particular needs to be dealt with right now.  Kingdom affairs are the main &amp;#039;adventure&amp;#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting  the kingdom, something that the princesses are going to have to deal with directly. Or...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
=== Planning &amp;amp; Engagement ===&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
=== Choose Your Approach ===&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
=== Direct ===&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
=== Tricky ===&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
=== Careful ===&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
=== Noble ===&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
== The Engagement Roll ==&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Roll Results ===&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
== Flashback Limits ==&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
== Time Paradox ==&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
== Picking Up Stuff ==&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
== Princess Magic ==&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
=== Shield (2) ===&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
=== Storage (2) ===&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
== Rewards Earned ==&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
== Chaos Grows ==&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89103</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89103"/>
		<updated>2026-03-25T08:58:58Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, som other  thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers. &lt;br /&gt;
If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favor from a neighboring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
&lt;br /&gt;
=== Lead A Group Action ===&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89102</id>
		<title>Princess World—Frontier Kingdoms (FiD)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89102"/>
		<updated>2026-03-25T08:32:32Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: right; clear: right; width: 250px; font-size: 100%; background: #fff; border: none; margin: 0; margin-bottom: 0.2em; margin-left: 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:FiD-logo.png|250px|Fox in the Dark logo&lt;br /&gt;
rect 0 0 2500 852  [[Fox in the Dark]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[User:Starfox|Starfox]]&#039;s Blades in the Dark fan page&lt;br /&gt;
|}&lt;br /&gt;
For use on [[Fox in the Dark]] pages. The image links to the start page. Pages with this template are added to the [[:Category:Fox in the Dark|Fox in the Dark]] category.&lt;br /&gt;
[[Category:Game templates|Fox in the Dark]]&lt;br /&gt;
{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
— [[Courts_(PW)|Courts]]&lt;br /&gt;
— [[Glossary (IB) (FiD)|Glossary]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
&#039;&#039;&#039;Attributes &amp;lt;br&amp;gt;&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
* [[Actions (PW)#Lofty|Lofty]]&lt;br /&gt;
* [[Actions (PW)#Flowing|Flowing]]&lt;br /&gt;
* [[Actions (PW)#Supple|Supple]]&lt;br /&gt;
* [[Actions (PW)#Solid|Solid]]&lt;br /&gt;
[[Actions (PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Actions (PW)#Flash|Flash]]&lt;br /&gt;
* [[Actions (PW)#Swift|Swift]]&lt;br /&gt;
* [[Actions (PW)#Grace|Grace]]&lt;br /&gt;
* [[Actions (PW)#Pulse|Pulse]]&lt;br /&gt;
[[Actions (PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Actions (PW)#Stylish|Stylish]]&lt;br /&gt;
* [[Actions (PW)#Chatty|Chatty]]&lt;br /&gt;
* [[Actions (PW)#Foxy|Foxy]]&lt;br /&gt;
* [[Actions (PW)#Tender|Tender]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courts &amp;lt;br&amp;gt;&lt;br /&gt;
[[Courts_(PW)#Insight|Insight]] &lt;br /&gt;
* [[Courts_(PW)#Caller|Caller]]&lt;br /&gt;
* [[Courts_(PW)#Witch|Witch]]&lt;br /&gt;
[[Courts_(PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Courts_(PW)#Knight|Knight]]&lt;br /&gt;
* [[Courts_(PW)#Dancer|Dancer]]&lt;br /&gt;
[[Courts_(PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Courts_(PW)#Diva|Diva]]&lt;br /&gt;
* [[Courts_(PW)#Darling|Darling]]&lt;br /&gt;
[[Courts_(PW)#Errant|Errant]]&lt;br /&gt;
* [[Courts_(PW)#Wildheart|Wildheart]]&lt;br /&gt;
* [[Courts_(PW)#Artificer|Artificer]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Coteries&lt;br /&gt;
# &#039;&#039;&#039;[[Cabal (FiD)|Cabal]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cartel (FiD)|Cartel]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cult (FiD)|Cult]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Delvers (FiD)|Delvers ]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Glimmers (FiD)|Glimmers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Manhunters (FiD)|Manhunters]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Soldiers (FiD)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Travelers (FiD)|Travelers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Troupe (FiD)|Troupe]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Wardens (FiD)|Wardens]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Specifics ==&lt;br /&gt;
* [[Princess Abilities (PW)|Princess Abilities]]&lt;br /&gt;
* [[Gameplay (PW)|Gameplay]]&lt;br /&gt;
* [[Environment (PW)|Environment]]&lt;br /&gt;
* [[Adventures (PW)|Adventures]]&lt;br /&gt;
* [[Downtime (PW)|Downtime]]&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
* [[Princess Academy (PW)|Princess Academy]]&lt;br /&gt;
&lt;br /&gt;
== Campaign == &lt;br /&gt;
* [[Log (BiD)| Log]]&lt;br /&gt;
* [[Factions (BiD)| Factions]]&lt;br /&gt;
&lt;br /&gt;
=== Kingdoms ===&lt;br /&gt;
==== Nutopia ====&lt;br /&gt;
: [[Nagalila, the Boa Princess (PW)|Nagalila, the Boa Princess]]&lt;br /&gt;
: [[Clover the Bunny Princess (PW)|Clover, the Bunny Princess]]&lt;br /&gt;
: [[Claire Princess of Chains (PW)|Claire, Princess of Chains]]&lt;br /&gt;
: [[Lila the Lost Princess (PW)|Lila the Lost Princess]]&lt;br /&gt;
&lt;br /&gt;
==== Bonsai Garden ====&lt;br /&gt;
:[[Arietta Princess of Bonsai (FiD)|Arietta Princess of Bonsai]]&lt;br /&gt;
:[[Sakura Princess of Cherry Flowers (FiD)|Sakura Princess of Cherry Flowers]]&lt;br /&gt;
:[[Granny Poppy, Princess of Knitting (FiD)|Granny Poppy, Princess of Knitting, Faction Representative for the Guidance Collective]] &lt;br /&gt;
:[[Clarity Shoal, Princess of Piranhas (FiD)|Clarity Shoal, Princess of Piranhas. Faction Representative for the Sparkle Union]]&lt;br /&gt;
&lt;br /&gt;
==== Dance Academy ====&lt;br /&gt;
:[[Grace Princess of Grace (FiD)|Grace Princess of Grace]]&lt;br /&gt;
:[[Hussar Princess of Sabers (FiD)|Hussar Princess of Sabers]]&lt;br /&gt;
:[[Tutu Princess of Ballet (FiD)|Tutu Princess of Ballet]]&lt;br /&gt;
&lt;br /&gt;
:[[Celeste Princess of Stars (FiD)|Celeste Princess of Stars]]&lt;br /&gt;
&lt;br /&gt;
==== Tinker Tavern ====&lt;br /&gt;
: [[Princess Aurora, Princess of Clockwork (FiD)|Princess Aurora, Princess of Clockwork]]&lt;br /&gt;
: [[Princess Luna, Princess of Alchemy (FiD)|Princess Luna, Princess of Alchemy]]&lt;br /&gt;
: [[Princess Ember, Princess of Blacksmithing (FiD|Princess Ember, Princess of Blacksmithing]]&lt;br /&gt;
: [[Princess Ivy, Princess of Herbalism (FiD)|Princess Ivy, Princess of Herbalism]]&lt;br /&gt;
&lt;br /&gt;
== Blades Action Conversion ==&lt;br /&gt;
* [[Aspect to Action (FiD)|Aspect to Action]]&lt;br /&gt;
* [[Princess Abilities Blades (FiD)|Princess Abilities Blades]]&lt;br /&gt;
* [[Actions (PW)|Actions]]&lt;br /&gt;
* [[Courts (PW)|Courts]]&lt;br /&gt;
&lt;br /&gt;
=== Old Stuff ===&lt;br /&gt;
* [[Princess Special Abilities (FiD)|Special Abilities]]&lt;br /&gt;
&lt;br /&gt;
=== Imports from PDF ===&lt;br /&gt;
This is copy-pasted form the PDF, with minimal formatting.&lt;br /&gt;
* [[Characters (PW)|Characters]] Page 2-30&lt;br /&gt;
* [[Kingdom Creation &amp;amp; Growth (PW)|Kingdom Creation &amp;amp; Growth]] Page 31-53&lt;br /&gt;
* [[Playing the Game (PW)|Playing the Game]] Page 54-102&lt;br /&gt;
* [[Dictionary (PW)|Dictionary]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.dropbox.com/home/Games/Blades%20in%20the%20dark/Princess%20World%20-%20Frontier%20Kingdoms Princess Kingdoms@DropBox]&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89101</id>
		<title>Princess World—Frontier Kingdoms (FiD)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89101"/>
		<updated>2026-03-25T08:30:28Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: right; clear: right; width: 250px; font-size: 100%; background: #fff; border: none; margin: 0; margin-bottom: 0.2em; margin-left: 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:FiD-logo.png|250px|Fox in the Dark logo&lt;br /&gt;
rect 0 0 2500 852  [[Fox in the Dark]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[User:Starfox|Starfox]]&#039;s Blades in the Dark fan page&lt;br /&gt;
|}&lt;br /&gt;
For use on [[Fox in the Dark]] pages. The image links to the start page. Pages with this template are added to the [[:Category:Fox in the Dark|Fox in the Dark]] category.&lt;br /&gt;
[[Category:Game templates|Fox in the Dark]]&lt;br /&gt;
{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
— [[Courts_(PW)|Courts]]&lt;br /&gt;
— [[Glossary (IB) (FiD)|Glossary]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
&#039;&#039;&#039;Attributes &amp;lt;br&amp;gt;&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
* [[Actions (PW)#Lofty|Lofty]]&lt;br /&gt;
* [[Actions (PW)#Flowing|Flowing]]&lt;br /&gt;
* [[Actions (PW)#Supple|Supple]]&lt;br /&gt;
* [[Actions (PW)#Solid|Solid]]&lt;br /&gt;
[[Actions (PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Actions (PW)#Flash|Flash]]&lt;br /&gt;
* [[Actions (PW)#Swift|Swift]]&lt;br /&gt;
* [[Actions (PW)#Grace|Grace]]&lt;br /&gt;
* [[Actions (PW)#Pulse|Pulse]]&lt;br /&gt;
[[Actions (PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Actions (PW)#Stylish|Stylish]]&lt;br /&gt;
* [[Actions (PW)#Chatty|Chatty]]&lt;br /&gt;
* [[Actions (PW)#Foxy|Foxy]]&lt;br /&gt;
* [[Actions (PW)#Tender|Tender]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courts &amp;lt;br&amp;gt;&lt;br /&gt;
[[Courts_(PW)#Insight|Insight]] &lt;br /&gt;
* [[Courts_(PW)#Caller|Caller]]&lt;br /&gt;
* [[Courts_(PW)#Witch|Witch]]&lt;br /&gt;
[[Courts_(PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Courts_(PW)#Knight|Knight]]&lt;br /&gt;
* [[Courts_(PW)#Dancer|Dancer]]&lt;br /&gt;
[[Courts_(PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Courts_(PW)#Diva|Diva]]&lt;br /&gt;
* [[Courts_(PW)#Darling|Darling]]&lt;br /&gt;
[[Courts_(PW)#Errant|Errant]]&lt;br /&gt;
* [[Courts_(PW)#Wildheart|Wildheart]]&lt;br /&gt;
* [[Courts_(PW)#Artificer|Artificer]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Coteries&lt;br /&gt;
# &#039;&#039;&#039;[[Cabal (FiD)|Cabal]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cartel (FiD)|Cartel]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cult (FiD)|Cult]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Delvers (FiD)|Delvers ]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Glimmers (FiD)|Glimmers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Manhunters (FiD)|Manhunters]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Soldiers (FiD)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Travelers (FiD)|Travelers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Troupe (FiD)|Troupe]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Wardens (FiD)|Wardens]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Specifics ==&lt;br /&gt;
* [[Princess Abilities (PW)|Princess Abilities]]&lt;br /&gt;
* [[Gameplay (PW)|Gameplay]]&lt;br /&gt;
* [[Environment (PW)|Environment]]&lt;br /&gt;
* [[Adventures (PW)|Adventures]]&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
* [[Princess Academy (PW)|Princess Academy]]&lt;br /&gt;
&lt;br /&gt;
== Campaign == &lt;br /&gt;
* [[Log (BiD)| Log]]&lt;br /&gt;
* [[Factions (BiD)| Factions]]&lt;br /&gt;
&lt;br /&gt;
=== Kingdoms ===&lt;br /&gt;
==== Nutopia ====&lt;br /&gt;
: [[Nagalila, the Boa Princess (PW)|Nagalila, the Boa Princess]]&lt;br /&gt;
: [[Clover the Bunny Princess (PW)|Clover, the Bunny Princess]]&lt;br /&gt;
: [[Claire Princess of Chains (PW)|Claire, Princess of Chains]]&lt;br /&gt;
: [[Lila the Lost Princess (PW)|Lila the Lost Princess]]&lt;br /&gt;
&lt;br /&gt;
==== Bonsai Garden ====&lt;br /&gt;
:[[Arietta Princess of Bonsai (FiD)|Arietta Princess of Bonsai]]&lt;br /&gt;
:[[Sakura Princess of Cherry Flowers (FiD)|Sakura Princess of Cherry Flowers]]&lt;br /&gt;
:[[Granny Poppy, Princess of Knitting (FiD)|Granny Poppy, Princess of Knitting, Faction Representative for the Guidance Collective]] &lt;br /&gt;
:[[Clarity Shoal, Princess of Piranhas (FiD)|Clarity Shoal, Princess of Piranhas. Faction Representative for the Sparkle Union]]&lt;br /&gt;
&lt;br /&gt;
==== Dance Academy ====&lt;br /&gt;
:[[Grace Princess of Grace (FiD)|Grace Princess of Grace]]&lt;br /&gt;
:[[Hussar Princess of Sabers (FiD)|Hussar Princess of Sabers]]&lt;br /&gt;
:[[Tutu Princess of Ballet (FiD)|Tutu Princess of Ballet]]&lt;br /&gt;
&lt;br /&gt;
:[[Celeste Princess of Stars (FiD)|Celeste Princess of Stars]]&lt;br /&gt;
&lt;br /&gt;
==== Tinker Tavern ====&lt;br /&gt;
: [[Princess Aurora, Princess of Clockwork (FiD)|Princess Aurora, Princess of Clockwork]]&lt;br /&gt;
: [[Princess Luna, Princess of Alchemy (FiD)|Princess Luna, Princess of Alchemy]]&lt;br /&gt;
: [[Princess Ember, Princess of Blacksmithing (FiD|Princess Ember, Princess of Blacksmithing]]&lt;br /&gt;
: [[Princess Ivy, Princess of Herbalism (FiD)|Princess Ivy, Princess of Herbalism]]&lt;br /&gt;
&lt;br /&gt;
== Blades Action Conversion ==&lt;br /&gt;
* [[Aspect to Action (FiD)|Aspect to Action]]&lt;br /&gt;
* [[Princess Abilities Blades (FiD)|Princess Abilities Blades]]&lt;br /&gt;
* [[Actions (PW)|Actions]]&lt;br /&gt;
* [[Courts (PW)|Courts]]&lt;br /&gt;
&lt;br /&gt;
=== Old Stuff ===&lt;br /&gt;
* [[Princess Special Abilities (FiD)|Special Abilities]]&lt;br /&gt;
&lt;br /&gt;
=== Imports from PDF ===&lt;br /&gt;
This is copy-pasted form the PDF, with minimal formatting.&lt;br /&gt;
* [[Characters (PW)|Characters]] Page 2-30&lt;br /&gt;
* [[Kingdom Creation &amp;amp; Growth (PW)|Kingdom Creation &amp;amp; Growth]] Page 31-53&lt;br /&gt;
* [[Playing the Game (PW)|Playing the Game]] Page 54-102&lt;br /&gt;
* [[Dictionary (PW)|Dictionary]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.dropbox.com/home/Games/Blades%20in%20the%20dark/Princess%20World%20-%20Frontier%20Kingdoms Princess Kingdoms@DropBox]&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89100</id>
		<title>Princess World—Frontier Kingdoms (FiD)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Princess_World%E2%80%94Frontier_Kingdoms_(FiD)&amp;diff=89100"/>
		<updated>2026-03-25T08:27:55Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: right; clear: right; width: 250px; font-size: 100%; background: #fff; border: none; margin: 0; margin-bottom: 0.2em; margin-left: 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:FiD-logo.png|250px|Fox in the Dark logo&lt;br /&gt;
rect 0 0 2500 852  [[Fox in the Dark]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[User:Starfox|Starfox]]&#039;s Blades in the Dark fan page&lt;br /&gt;
|}&lt;br /&gt;
For use on [[Fox in the Dark]] pages. The image links to the start page. Pages with this template are added to the [[:Category:Fox in the Dark|Fox in the Dark]] category.&lt;br /&gt;
[[Category:Game templates|Fox in the Dark]]&lt;br /&gt;
{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
— [[Courts_(PW)|Courts]]&lt;br /&gt;
— [[Glossary (IB) (FiD)|Glossary]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
&#039;&#039;&#039;Attributes &amp;lt;br&amp;gt;&lt;br /&gt;
[[Actions (PW)#Insight|Insight]]&lt;br /&gt;
* [[Actions (PW)#Lofty|Lofty]]&lt;br /&gt;
* [[Actions (PW)#Flowing|Flowing]]&lt;br /&gt;
* [[Actions (PW)#Supple|Supple]]&lt;br /&gt;
* [[Actions (PW)#Solid|Solid]]&lt;br /&gt;
[[Actions (PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Actions (PW)#Flash|Flash]]&lt;br /&gt;
* [[Actions (PW)#Swift|Swift]]&lt;br /&gt;
* [[Actions (PW)#Grace|Grace]]&lt;br /&gt;
* [[Actions (PW)#Pulse|Pulse]]&lt;br /&gt;
[[Actions (PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Actions (PW)#Stylish|Stylish]]&lt;br /&gt;
* [[Actions (PW)#Chatty|Chatty]]&lt;br /&gt;
* [[Actions (PW)#Foxy|Foxy]]&lt;br /&gt;
* [[Actions (PW)#Tender|Tender]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courts &amp;lt;br&amp;gt;&lt;br /&gt;
[[Courts_(PW)#Insight|Insight]] &lt;br /&gt;
* [[Courts_(PW)#Caller|Caller]]&lt;br /&gt;
* [[Courts_(PW)#Witch|Witch]]&lt;br /&gt;
[[Courts_(PW)#Prowess|Prowess]]&lt;br /&gt;
* [[Courts_(PW)#Knight|Knight]]&lt;br /&gt;
* [[Courts_(PW)#Dancer|Dancer]]&lt;br /&gt;
[[Courts_(PW)#Resolve|Resolve]]&lt;br /&gt;
* [[Courts_(PW)#Diva|Diva]]&lt;br /&gt;
* [[Courts_(PW)#Darling|Darling]]&lt;br /&gt;
[[Courts_(PW)#Errant|Errant]]&lt;br /&gt;
* [[Courts_(PW)#Wildheart|Wildheart]]&lt;br /&gt;
* [[Courts_(PW)#Artificer|Artificer]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Coteries&lt;br /&gt;
# &#039;&#039;&#039;[[Cabal (FiD)|Cabal]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cartel (FiD)|Cartel]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Cult (FiD)|Cult]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Delvers (FiD)|Delvers ]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Glimmers (FiD)|Glimmers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Manhunters (FiD)|Manhunters]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Soldiers (FiD)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Travelers (FiD)|Travelers]]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Troupe (FiD)|Troupe]]&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;&#039;[[Wardens (FiD)|Wardens]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Specifics ==&lt;br /&gt;
* [[Princess Abilities (PW)|Princess Abilities]]&lt;br /&gt;
* [[Gameplay (PW)|Gameplay]]&lt;br /&gt;
* [[Environment (PW)|Environment]]&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
* [[Princess Academy (PW)|Princess Academy]]&lt;br /&gt;
&lt;br /&gt;
== Campaign == &lt;br /&gt;
* [[Log (BiD)| Log]]&lt;br /&gt;
* [[Factions (BiD)| Factions]]&lt;br /&gt;
&lt;br /&gt;
=== Kingdoms ===&lt;br /&gt;
==== Nutopia ====&lt;br /&gt;
: [[Nagalila, the Boa Princess (PW)|Nagalila, the Boa Princess]]&lt;br /&gt;
: [[Clover the Bunny Princess (PW)|Clover, the Bunny Princess]]&lt;br /&gt;
: [[Claire Princess of Chains (PW)|Claire, Princess of Chains]]&lt;br /&gt;
: [[Lila the Lost Princess (PW)|Lila the Lost Princess]]&lt;br /&gt;
&lt;br /&gt;
==== Bonsai Garden ====&lt;br /&gt;
:[[Arietta Princess of Bonsai (FiD)|Arietta Princess of Bonsai]]&lt;br /&gt;
:[[Sakura Princess of Cherry Flowers (FiD)|Sakura Princess of Cherry Flowers]]&lt;br /&gt;
:[[Granny Poppy, Princess of Knitting (FiD)|Granny Poppy, Princess of Knitting, Faction Representative for the Guidance Collective]] &lt;br /&gt;
:[[Clarity Shoal, Princess of Piranhas (FiD)|Clarity Shoal, Princess of Piranhas. Faction Representative for the Sparkle Union]]&lt;br /&gt;
&lt;br /&gt;
==== Dance Academy ====&lt;br /&gt;
:[[Grace Princess of Grace (FiD)|Grace Princess of Grace]]&lt;br /&gt;
:[[Hussar Princess of Sabers (FiD)|Hussar Princess of Sabers]]&lt;br /&gt;
:[[Tutu Princess of Ballet (FiD)|Tutu Princess of Ballet]]&lt;br /&gt;
&lt;br /&gt;
:[[Celeste Princess of Stars (FiD)|Celeste Princess of Stars]]&lt;br /&gt;
&lt;br /&gt;
==== Tinker Tavern ====&lt;br /&gt;
: [[Princess Aurora, Princess of Clockwork (FiD)|Princess Aurora, Princess of Clockwork]]&lt;br /&gt;
: [[Princess Luna, Princess of Alchemy (FiD)|Princess Luna, Princess of Alchemy]]&lt;br /&gt;
: [[Princess Ember, Princess of Blacksmithing (FiD|Princess Ember, Princess of Blacksmithing]]&lt;br /&gt;
: [[Princess Ivy, Princess of Herbalism (FiD)|Princess Ivy, Princess of Herbalism]]&lt;br /&gt;
&lt;br /&gt;
== Blades Action Conversion ==&lt;br /&gt;
* [[Aspect to Action (FiD)|Aspect to Action]]&lt;br /&gt;
* [[Princess Abilities Blades (FiD)|Princess Abilities Blades]]&lt;br /&gt;
* [[Actions (PW)|Actions]]&lt;br /&gt;
* [[Courts (PW)|Courts]]&lt;br /&gt;
&lt;br /&gt;
=== Old Stuff ===&lt;br /&gt;
* [[Princess Special Abilities (FiD)|Special Abilities]]&lt;br /&gt;
&lt;br /&gt;
=== Imports from PDF ===&lt;br /&gt;
This is copy-pasted form the PDF, with minimal formatting.&lt;br /&gt;
* [[Characters (PW)|Characters]] Page 2-30&lt;br /&gt;
* [[Kingdom Creation &amp;amp; Growth (PW)|Kingdom Creation &amp;amp; Growth]] Page 31-53&lt;br /&gt;
* [[Playing the Game (PW)|Playing the Game]] Page 54-102&lt;br /&gt;
* [[Dictionary (PW)|Dictionary]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.dropbox.com/home/Games/Blades%20in%20the%20dark/Princess%20World%20-%20Frontier%20Kingdoms Princess Kingdoms@DropBox]&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89099</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89099"/>
		<updated>2026-03-25T08:25:09Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Progress Clocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, som other  thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers. &lt;br /&gt;
If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favor from a neighboring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble; that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
&lt;br /&gt;
=== Lead A Group Action ===&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
== Set Up Actions ==&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
== Protect That Smile ==&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
== Elemental Explosions ==&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
== Chaos Sets The Stage ==&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
== The Heart Of A Princess ==&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
== Reduced Effect ==&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
== Complication ==&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
=== Harm And Injury ===&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Magic Shields ==&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
=== Planning &amp;amp; Engagement ===&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
=== Choose Your Approach ===&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
=== Direct ===&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
=== Tricky ===&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
=== Careful ===&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
=== Noble ===&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
== The Engagement Roll ==&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Roll Results ===&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
== Flashback Limits ==&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
== Time Paradox ==&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
== Picking Up Stuff ==&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
== Princess Magic ==&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
=== Shield (2) ===&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
=== Storage (2) ===&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
== Rewards Earned ==&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
== Chaos Grows ==&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
=== Complication Roll Table ===&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
== Calm The Wilds ==&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
== Borrow Something Special ==&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
== Indulge Indulgence ==&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
== Reach Out ==&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
== Recover ==&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
== Take A Break ==&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
== Long Term Projects ==&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
=== Investigate ===&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
== Downtime Discussions ==&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Prompts (1d100) ===&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89098</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89098"/>
		<updated>2026-03-25T08:22:36Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* GM Sets Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beyond the immediate situation, som other  thing will also change the initial Effect.&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign. &lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess&#039;s effect will be reduced by the difference between the Tiers. &lt;br /&gt;
If the princess&#039;s Tier is higher, Effect improves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she&#039;ll be at great Effect from the start, barring other factors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She&#039;ll have to figure out how to improve her effect by at least two levels just to get to limited. &lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
How many are needed to provide Scale depends on the Tier of the kingdom.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favor from a neighboring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks 2 (limited Effect) or increases the ticks by 2 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble, that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
&lt;br /&gt;
=== Lead A Group Action ===&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
== Set Up Actions ==&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
== Protect That Smile ==&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
== Elemental Explosions ==&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
== Chaos Sets The Stage ==&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
== The Heart Of A Princess ==&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
== Reduced Effect ==&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
== Complication ==&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
=== Harm And Injury ===&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Magic Shields ==&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
=== Planning &amp;amp; Engagement ===&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
=== Choose Your Approach ===&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
=== Direct ===&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
=== Tricky ===&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
=== Careful ===&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
=== Noble ===&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
== The Engagement Roll ==&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Roll Results ===&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
== Flashback Limits ==&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
== Time Paradox ==&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
== Picking Up Stuff ==&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
== Princess Magic ==&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
=== Shield (2) ===&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
=== Storage (2) ===&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
== Rewards Earned ==&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
== Chaos Grows ==&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
=== Complication Roll Table ===&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
== Calm The Wilds ==&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
== Borrow Something Special ==&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
== Indulge Indulgence ==&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
== Reach Out ==&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
== Recover ==&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
== Take A Break ==&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
== Long Term Projects ==&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
=== Investigate ===&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
== Downtime Discussions ==&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Prompts (1d100) ===&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89097</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89097"/>
		<updated>2026-03-25T07:51:10Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Changing Position and Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
You can only do this once for each roll, and you cannot move your Position beyond desperate.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks 2 (limited Effect) or increases the ticks by 2 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble, that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
&lt;br /&gt;
=== Lead A Group Action ===&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
== Set Up Actions ==&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
== Protect That Smile ==&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
== Elemental Explosions ==&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
== Chaos Sets The Stage ==&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
== The Heart Of A Princess ==&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
== Reduced Effect ==&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
== Complication ==&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
=== Harm And Injury ===&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Magic Shields ==&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
=== Planning &amp;amp; Engagement ===&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
=== Choose Your Approach ===&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
=== Direct ===&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
=== Tricky ===&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
=== Careful ===&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
=== Noble ===&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
== The Engagement Roll ==&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Roll Results ===&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
== Flashback Limits ==&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
== Time Paradox ==&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
== Picking Up Stuff ==&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
== Princess Magic ==&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
=== Shield (2) ===&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
=== Storage (2) ===&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
== Rewards Earned ==&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
== Chaos Grows ==&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
=== Complication Roll Table ===&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
== Calm The Wilds ==&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
== Borrow Something Special ==&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
== Indulge Indulgence ==&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
== Reach Out ==&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
== Recover ==&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
== Take A Break ==&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
== Long Term Projects ==&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
=== Investigate ===&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
== Downtime Discussions ==&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Prompts (1d100) ===&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89096</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89096"/>
		<updated>2026-03-25T07:32:21Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* GM Sets Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Controlled:&#039;&#039;&#039; There&#039;s a clear opportunity, you have an opening, there&#039;s little in your way.&lt;br /&gt;
* &#039;&#039;&#039;Risky:&#039;&#039;&#039; You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* &#039;&#039;&#039;Desperate:&#039;&#039;&#039; You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled. If it is safe, don&#039;t roll, or try a [[#Fumble Rolls|Fumble Roll]].&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks 2 (limited Effect) or increases the ticks by 2 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble, that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
&lt;br /&gt;
=== Lead A Group Action ===&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
== Set Up Actions ==&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
== Protect That Smile ==&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
== Elemental Explosions ==&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
== Chaos Sets The Stage ==&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
== The Heart Of A Princess ==&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
== Reduced Effect ==&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
== Complication ==&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
=== Harm And Injury ===&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Magic Shields ==&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
=== Planning &amp;amp; Engagement ===&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
=== Choose Your Approach ===&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
=== Direct ===&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
=== Tricky ===&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
=== Careful ===&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
=== Noble ===&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
== The Engagement Roll ==&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Roll Results ===&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
== Flashback Limits ==&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
== Time Paradox ==&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
== Picking Up Stuff ==&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
== Princess Magic ==&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
=== Shield (2) ===&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
=== Storage (2) ===&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
== Rewards Earned ==&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
== Chaos Grows ==&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
=== Complication Roll Table ===&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
== Calm The Wilds ==&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
== Borrow Something Special ==&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
== Indulge Indulgence ==&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
== Reach Out ==&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
== Recover ==&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
== Take A Break ==&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
== Long Term Projects ==&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
=== Investigate ===&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
== Downtime Discussions ==&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Prompts (1d100) ===&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89095</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89095"/>
		<updated>2026-03-24T23:55:59Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Action Rolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
&lt;br /&gt;
* The player states their goal for the action.&lt;br /&gt;
* The player chooses the aspect they wish to use.&lt;br /&gt;
* The GM sets the position for the roll.&lt;br /&gt;
* The GM sets the effect level for the action.&lt;br /&gt;
* The player may trade position for effect.&lt;br /&gt;
* The player may escalate.&lt;br /&gt;
* The player adds bonus dice.&lt;br /&gt;
* The GM or another player may offer a Hard Choice.&lt;br /&gt;
* The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks 2 (limited Effect) or increases the ticks by 2 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble, that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
&lt;br /&gt;
=== Lead A Group Action ===&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
== Set Up Actions ==&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
== Protect That Smile ==&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
== Elemental Explosions ==&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
== Chaos Sets The Stage ==&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
== The Heart Of A Princess ==&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
== Reduced Effect ==&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
== Complication ==&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
=== Harm And Injury ===&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Magic Shields ==&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
=== Planning &amp;amp; Engagement ===&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
=== Choose Your Approach ===&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
=== Direct ===&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
=== Tricky ===&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
=== Careful ===&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
=== Noble ===&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
== The Engagement Roll ==&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Roll Results ===&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
== Flashback Limits ==&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
== Time Paradox ==&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
== Picking Up Stuff ==&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
== Princess Magic ==&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
=== Shield (2) ===&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
=== Storage (2) ===&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
== Rewards Earned ==&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
== Chaos Grows ==&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
=== Complication Roll Table ===&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
== Calm The Wilds ==&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
== Borrow Something Special ==&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
== Indulge Indulgence ==&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
== Reach Out ==&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
== Recover ==&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
== Take A Break ==&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
== Long Term Projects ==&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
=== Investigate ===&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
== Downtime Discussions ==&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Prompts (1d100) ===&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89094</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89094"/>
		<updated>2026-03-24T23:54:54Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
== Fiction First ==&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
== Play It Out ==&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Actions ===&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
== Action Rolls ==&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
=== Player States Goal ===&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
=== Player Chooses Action ===&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
=== GM Sets Position ===&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
=== GM Sets Effect ===&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Changing Position and Effect ===&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Devil&#039;s Bargain ===&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Dice ===&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
=== Player Rolls; Everyone Judges ===&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Keep Moving Forward ===&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
== Example Effects and Consequences ==&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
=== Limited Effect or Controlled Position ===&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
=== Standard Effect or Risky Position ===&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
=== Great Effect or Deadly Consequence ===&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
== Harm ==&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
== Progress Clocks ==&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks 2 (limited Effect) or increases the ticks by 2 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble, that resets progress.&lt;br /&gt;
&lt;br /&gt;
=== Other Clocks ===&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Types Of Dice Rolls ==&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
=== Fumble Rolls ===&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Rolls ===&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
=== Fortune Rolls ===&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
&lt;br /&gt;
=== Lead A Group Action ===&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
== Set Up Actions ==&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
== Protect That Smile ==&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
== Channelling Wild Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
== Elemental Explosions ==&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
== Chaos Sets The Stage ==&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge Examples ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
== The Heart Of A Princess ==&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
== Reduced Effect ==&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
== Complication ==&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
=== Harm And Injury ===&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
== Stress ==&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars ==&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
== List Of Heart Scars ==&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
== Heart Scars In Play ==&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
== Magic Shields ==&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
=== Planning &amp;amp; Engagement ===&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
=== Choose Your Approach ===&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
=== Direct ===&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
=== Tricky ===&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
=== Careful ===&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
=== Noble ===&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
== The Engagement Roll ==&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Roll Results ===&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
== Flashback Limits ==&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
== Time Paradox ==&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
== Picking Up Stuff ==&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
== Princess Magic ==&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
=== Shield (2) ===&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
=== Storage (2) ===&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
== Rewards Earned ==&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
== Chaos Grows ==&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
=== Complication Roll Table ===&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
== Calm The Wilds ==&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
== Borrow Something Special ==&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
== Indulge Indulgence ==&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
== Reach Out ==&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
== Recover ==&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
== Take A Break ==&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
== Long Term Projects ==&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
=== Investigate ===&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
== Downtime Discussions ==&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
=== Conversation Prompts (1d100) ===&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Princess_Abilities_(PW)&amp;diff=89093</id>
		<title>Princess Abilities (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Princess_Abilities_(PW)&amp;diff=89093"/>
		<updated>2026-03-24T23:48:37Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Wild Magic Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princesses are not sent into the world without first graduating from Princess Academy. You are a highly skilled and powerful individual in your own right.&lt;br /&gt;
&lt;br /&gt;
Your abilities are defined by several key aspects: your Specialty, which reflects what you embody; your Companion, who accompanies and supports you; your Spellcraft, which allows you to shape the world through Spark; and your connection to Wild Magic from the untamed wild lands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specialty ==&lt;br /&gt;
Perhaps most importantly, you&#039;re not just a generic magical princess. You are a princess of something. There are all sorts of princesses in this world — Dancing Princesses, Scientist Princesses, Tiny Princesses, Sword Princesses, List Princesses, Spooky Princesses, Sparkly Princesses — just so many kinds. A princess&#039;s specialty represents not just what the princess is good at, but also what she exemplifies. For example, a Tiny Princess isn&#039;t just (or even necessarily) small; she is an avatar of tininess. She stands for everything that makes being tiny special, interesting, and great.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Bonus ===&lt;br /&gt;
Any time your princess&#039;s specialty applies to an action roll, add +1d. This includes when you&#039;re commanding something related to your specialty, remembering facts about your specialty, talking to someone about your specialty, using a tool associated with your specialty, and so on. For example, if a Baking Princess is commanding her gingerbread warriors in battle, that&#039;s +1d. If she&#039;s making biscuits, +1d. If she&#039;s at a party and works the quality of the cakes being served into the conversation, +1d.&lt;br /&gt;
&lt;br /&gt;
=== Changing Specialties ===&lt;br /&gt;
It is rare for a princess to change her specialty. It represents a fundamental shift in who she is and what she stands for.&lt;br /&gt;
If a player wishes to change their princess&#039;s specialty, work with the GM to make it part of the story. This should be a dramatic moment, such as a quest, ceremony, or transformation in the wild lands.&lt;br /&gt;
If a princess retires, she may change her specialty so that a legacy character may carry on in her place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
All princesses have a special weapon they can summon and dismiss at will. This is a hand-held object that focuses the princess&#039;s power. It should be appropriate to your [[#Princess Specialty|Princess Specialty]] and personality. It may resemble a weapon or magical focus, but most are idiosyncratic — a mark of the princess&#039;s style.&lt;br /&gt;
&lt;br /&gt;
A princess weapon comes with an attack appropriate to its nature and her specialty.&lt;br /&gt;
&lt;br /&gt;
* The Princess of Coffee has a pot that sends out spouts of boiling coffee.&lt;br /&gt;
* The Princess of Birds sends waves of sharp feathers.&lt;br /&gt;
* The Princess of Jungles sends out lianas that grab and wrestle.&lt;br /&gt;
* The Princess of Pillows throws her pillow, making the target drowsy or asleep before it returns to her.&lt;br /&gt;
&lt;br /&gt;
Different weapons work better or worse against different targets, depending on vulnerabilities and resistances such as heat or cold. Some, like the lianas above, do not deal damage and instead incapacitate by other means.&lt;br /&gt;
&lt;br /&gt;
Weapons can also be used for simple physical tasks, such as pushing buttons or tripping creatures, but they cannot perform fine manipulation or broad utility.&lt;br /&gt;
&lt;br /&gt;
Depending on range, different Actions apply when using a weapon.&lt;br /&gt;
[[Actions_(PW)#Lofty|Lofty]] applies at long range, up to perhaps a hundred meters or more.&lt;br /&gt;
[[Actions_(PW)#Flowing|Flowing]] applies at close range, up to a dozen meters.&lt;br /&gt;
[[Actions_(PW)#Supple|Supple]], [[Actions_(PW)#Flash|Flash]], and [[Actions_(PW)#Swift|Swift]] apply within reach.&lt;br /&gt;
&lt;br /&gt;
If the weapon is lost or destroyed, the princess can use a downtime action to create a new one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Companion ==&lt;br /&gt;
Princesses often have companions accompanying them on their adventures. This can be a pet or a mount, either an animal or a tame monster. It can be a fairy, a human or human-like companion, or a conveyance like a ship or dragon.&lt;br /&gt;
&lt;br /&gt;
Companions mainly provide company and friendship, but can occasionally help in other ways. You can summon or dismiss these companions at will, though they are still living creatures with their own instincts and priorities. This does not apply to Person companions, who cannot be summoned or dismissed.&lt;br /&gt;
&lt;br /&gt;
Remember that you can Protect a companion.&lt;br /&gt;
&lt;br /&gt;
If you cannot decide on a companion right away, you can pick one up during play. If you want multiple companions, you must take the special ability [[Courts_(PW)#Additional Companion|Additional Companion]].&lt;br /&gt;
&lt;br /&gt;
==== Pet ====&lt;br /&gt;
A pet is a small animal or harmless monster that follows you around. It provides comfort, can fetch small items, and has an uncanny ability to escape danger and return to you, even if you have been tied up or imprisoned. This makes it useful for fetching keys or loosening your bonds.&lt;br /&gt;
&lt;br /&gt;
==== Mount ====&lt;br /&gt;
A mount is a large animal or harmless monster that can carry you and another person. It travels faster than walking and is always something exceptional or unusual. It might be unusually fast, able to ride through the sky, swim while allowing you to breathe underwater, or it has natural weapons and can fight using your [[Actions_(PW)#Pulse|Pulse]].&lt;br /&gt;
&lt;br /&gt;
==== Fairy ====&lt;br /&gt;
As another option, you may have a fairy who loyally accompanies you, offering advice and helping when she can. Fairies are tiny and fragile. If they suffer any Harm, they poof into a perfect fairy gem. It takes 2 Spark (see [[#Spellcraft|Spellcraft]]) or the end of an adventure to restore the fairy.&lt;br /&gt;
&lt;br /&gt;
A fairy may sacrifice herself to Set Up for a single action roll.&lt;br /&gt;
&lt;br /&gt;
==== Person ====&lt;br /&gt;
You may instead have a companion who is a human or other civilized creature. They cannot be summoned or dismissed and want to accompany you everywhere. They are not a princess and have no magic, but are otherwise a competent adventurer with their own opinions and tendencies.&lt;br /&gt;
They act independently and are not under your direct control.&lt;br /&gt;
&lt;br /&gt;
Such a companion might be a suitor, tutor, chaperone, rogue, maid, or something entirely different. All have a special relationship to you. They are more independent than other companions and can Assist you in ways appropriate to their role: a suitor can fight, a tutor knows things, a chaperone helps you avoid being deceived, a rogue can steal and spy, and a maid keeps you neat and serves excellent tea. Think up a similar focus for other companions.&lt;br /&gt;
&lt;br /&gt;
==== Transport ====&lt;br /&gt;
Travel in style.&lt;br /&gt;
This can be a large mount, like a dragon, huge turtle, or sea serpent. &lt;br /&gt;
It can also be a ship or other large vehicle, that can be a monster in a funny shape or come with a crew. &lt;br /&gt;
Any transport can carry you and up to a dozen companions in comfort and travel on either land or water.&lt;br /&gt;
You can select two things that are special about the transport. &lt;br /&gt;
&lt;br /&gt;
Your transport...&lt;br /&gt;
* is especially pretty and luxurious&lt;br /&gt;
* is beautiful and terrifying&lt;br /&gt;
* can carry tons and tons of cargo and passengers&lt;br /&gt;
* can travel on both land and water&lt;br /&gt;
* can fly, dive, or otherwise travel an unusual terrain, protecting its passengers. &lt;br /&gt;
* is very fast&lt;br /&gt;
&lt;br /&gt;
==== Transport ====&lt;br /&gt;
Travel in style.&lt;br /&gt;
&lt;br /&gt;
This can be a large mount, such as a dragon, huge turtle, or sea serpent. It can also be a ship or other large vehicle, whether a creature in an unusual form or something with a crew.&lt;br /&gt;
&lt;br /&gt;
A transport can carry you and up to a dozen companions in comfort and travel across either land or water.&lt;br /&gt;
&lt;br /&gt;
Choose two features that make your transport special:&lt;br /&gt;
&lt;br /&gt;
* especially pretty and luxurious&lt;br /&gt;
* especially beautiful and terrifying&lt;br /&gt;
* able to carry large amounts of cargo and passengers&lt;br /&gt;
* able to travel across both land and water with ease&lt;br /&gt;
* able to traverse one unusual environment (such as flight, deep water, or space)&lt;br /&gt;
* protects its passengers from harsh environments&lt;br /&gt;
* exceptionally fast&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spellcraft ==&lt;br /&gt;
Spellcraft allows you to shape the world through Spark. These magical effects represent charms, scrolls, small rituals, or drawing on your inner power.&lt;br /&gt;
&lt;br /&gt;
You have a pool of 5 Spark for each Adventure. You may recover Spark during play through special opportunities, such as gathering magical flowers or attending a fairy tea party, but you can never have more than 5.&lt;br /&gt;
&lt;br /&gt;
These are the base rules for using spellcraft. Many Princess Abilities give you new or altered ways to use Spark; such abilities have priority.&lt;br /&gt;
&lt;br /&gt;
Spellcraft creates effects. When an effect is difficult, contested, or would significantly change a situation, make an Action roll to resolve it.&lt;br /&gt;
&lt;br /&gt;
; Range and Cost&lt;br /&gt;
The Spark cost and Action depend on how far the effect reaches:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supple&#039;&#039;&#039; (touch): 1 Spark&lt;br /&gt;
* &#039;&#039;&#039;Flowing&#039;&#039;&#039; (near): 2 Spark&lt;br /&gt;
* &#039;&#039;&#039;Lofty&#039;&#039;&#039; (distant): 3 Spark&lt;br /&gt;
&lt;br /&gt;
If you are out of Spark, you may spend 1 Stress per Spark.&lt;br /&gt;
&lt;br /&gt;
Spellcraft is immediate. Effects do not last beyond the current scene unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
Reduce Harm you or another suffers by one level from a physical or magical source. Ineffective against social harm. You may only use Shield once against each time someone takes Harm.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Spend Spark to reduce all Harm on yourself or another by one level. This typically takes the form of a brief interlude of care, comfort, snacks, or magic.&lt;br /&gt;
&lt;br /&gt;
Spend Spark to reduce all Harm on yourself or another by one level. This typically takes the form of a brief interlude of care, comfort, or something sweet and restorative.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;All Harm is reduced by 1 level at the end of each significant scene.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
Store one Treasure or significant item in a pocket space until you return to your kingdom. This can also represent carrying personal equipment such as outfits, picnic baskets, tools, or supplies. Items taken from Storage last for an entire Adventure.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
Create images, sounds, or scents; alter appearances; or produce lights and visual displays. Larger illusions cost more Spark. Use whichever Spark cost is greater: size or range.&lt;br /&gt;
&lt;br /&gt;
* A mount or a small group of people: 1 Spark&lt;br /&gt;
* A house or a small crowd: 2 Spark&lt;br /&gt;
* A castle or a mass of people: 3 Spark&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Move quickly, jump great distances, climb unusual surfaces, or perform brief bursts of flight or teleportation. These are momentary effects rather than sustained movement.&lt;br /&gt;
&lt;br /&gt;
You can allow someone to breathe water or otherwise survive in an unusual environment for the rest of the Adventure.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
Reveal secrets about a person, object, or place; uncover hidden things; or glimpse possible futures. The information is always partial or unclear, offering guidance rather than certainty.&lt;br /&gt;
&lt;br /&gt;
The Spark cost and Action depend on how far you look across time and space.&lt;br /&gt;
Use whichever Spark cost is greater: time or distance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solid&#039;&#039;&#039; (present and past): 2 Spark&lt;br /&gt;
* &#039;&#039;&#039;Supple&#039;&#039;&#039; (days forward): 1 Spark&lt;br /&gt;
* &#039;&#039;&#039;Flowing&#039;&#039;&#039; (weeks forward): 2 Spark&lt;br /&gt;
* &#039;&#039;&#039;Lofty&#039;&#039;&#039; (months or years forward): 3 Spark&lt;br /&gt;
&lt;br /&gt;
Distance uses the normal range categories for Spellcraft (touch, near, distant).&lt;br /&gt;
Visions of the distant future are extremely hazy and unclear.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
Imbue your magic with an element such as fire, water, air, earth, light, lightning, cold, or darkness. This determines how your magic manifests and interacts with the world.&lt;br /&gt;
&lt;br /&gt;
Elemental effects may take different forms depending on your intent:&lt;br /&gt;
&lt;br /&gt;
* Imbue your weapon with the element to exploit a weakness&lt;br /&gt;
* A focused mass, such as a pool of water, a bonfire, or a boulder&lt;br /&gt;
* A line or barrier, such as a wall of stone, a path of ice, or a curtain of flame&lt;br /&gt;
* A broad ambient effect, such as mist, warmth, chill, shade, wind, or illumination&lt;br /&gt;
&lt;br /&gt;
The exact form depends on your intent and the situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wild Magic ==&lt;br /&gt;
When you are in the wild lands, you can attempt to harness the raw magic in the area. You may use wild magic to add dice to a roll, up to your Tender (minimum 1 die).&lt;br /&gt;
&lt;br /&gt;
* If your Tender is 2, you may add up to 2 dice.&lt;br /&gt;
* If your Tender is 0 or 1, you may add 1 die.&lt;br /&gt;
&lt;br /&gt;
This applies to any Action. However, there are costs and risks:&lt;br /&gt;
&lt;br /&gt;
* Add 1 Chaos to the nearest kingdom for each additional die.&lt;br /&gt;
* In addition to the normal Consequences of the action, any doubles rolled trigger a local wild magic surge.&lt;br /&gt;
&lt;br /&gt;
=== Wild Magic Surge ===&lt;br /&gt;
A wild magic surge can take the form of kinetic force, elemental energy, life energy, or anything else the GM deems appropriate. It may be beneficial or harmful.&lt;br /&gt;
&lt;br /&gt;
You may make a fortune roll to determine how positive or negative the effect is, or use the [[#Wild Magic Effects|Wild Magic Effects Table]] to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
Any effect of a wild magic surge that directly affects you is a Consequence and may be resisted using your best Attribute.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Effects ====&lt;br /&gt;
# Raw magic swirls and cascades, building toward a destructive climax&lt;br /&gt;
# Invisible walls appear everywhere&lt;br /&gt;
# Dozens of random monsters appear&lt;br /&gt;
# All princesses may only speak in rhyme&lt;br /&gt;
# Elementals in the area gather, driven to fuse into a mega-elemental&lt;br /&gt;
# Cracks and pits appear&lt;br /&gt;
# A talking (possibly singing) creature appears and will not leave the princesses alone&lt;br /&gt;
# Things that do not normally talk begin talking&lt;br /&gt;
# Everyone’s voice becomes high, squeaky, and “cute”&lt;br /&gt;
# An extremely localized thunderstorm forms&lt;br /&gt;
# An aura prevents peaceful actions&lt;br /&gt;
# A monster lair forms nearby&lt;br /&gt;
# Hair becomes animate&lt;br /&gt;
# All princess specialties are turned into their opposites&lt;br /&gt;
# Princesses swap bodies&lt;br /&gt;
# The area is affected by a Spin&lt;br /&gt;
# Everything shifts into a specific genre (sci-fi, fantasy, cowboy, etc.)&lt;br /&gt;
# Everyone gains a hat that cannot be removed&lt;br /&gt;
# All princesses feel compelled to sing their actions and thoughts&lt;br /&gt;
# Sudden music — everything starts dancing&lt;br /&gt;
# Valuables attempt to escape&lt;br /&gt;
# No one can speak above a whisper&lt;br /&gt;
# Local flora grows explosively&lt;br /&gt;
# Bouncy music plays; monsters move to the beat&lt;br /&gt;
# All princesses grow magnificent beards and mustaches&lt;br /&gt;
# The area is affected by a Freeze&lt;br /&gt;
# A strong scent fills the air (onion, vanilla, rosemary, lemon, etc.)&lt;br /&gt;
# Structures made of cheese, tofu, or salami appear everywhere&lt;br /&gt;
# Terrain warps, becoming rougher and stranger&lt;br /&gt;
# Ghostly echoes or statues of past actions appear&lt;br /&gt;
# A disembodied voice narrates events, likely in a boorish style&lt;br /&gt;
# An odd mist appears, its color mismatched with its scent&lt;br /&gt;
# It begins raining something strange (lemonade, slime, coins)&lt;br /&gt;
# Everything spoken aloud attempts to become true&lt;br /&gt;
# Everyone’s voice becomes deep and smooth&lt;br /&gt;
# A peaceful aura prevents hostile actions&lt;br /&gt;
# Lies begin to physically manifest&lt;br /&gt;
# Terrain warps, becoming smoother and calmer&lt;br /&gt;
# Princess weapons become animate&lt;br /&gt;
# All princesses become invisible, even to themselves&lt;br /&gt;
# Terrain warps, becoming prettier and more peaceful&lt;br /&gt;
# Everything spoken sounds sarcastic&lt;br /&gt;
# Something tiny becomes gigantic&lt;br /&gt;
# Everyone becomes very sleepy&lt;br /&gt;
# Everything becomes sticky&lt;br /&gt;
# Everyone becomes very jittery&lt;br /&gt;
# Everything becomes slippery&lt;br /&gt;
# All princesses become their younger selves&lt;br /&gt;
# All princesses become their older selves&lt;br /&gt;
# All princesses become badass future versions of themselves&lt;br /&gt;
# All princesses become alternate reality versions of themselves (temporary new look and personality)&lt;br /&gt;
# All princesses become alternate genre versions of themselves (cowgirls, samurai, knights, etc.)&lt;br /&gt;
# Everything starts floating&lt;br /&gt;
# Weather reverses violently&lt;br /&gt;
# Clothing and styles reverse&lt;br /&gt;
# Inanimate objects come to life&lt;br /&gt;
# All princesses become intoxicated&lt;br /&gt;
# Everything becomes wintry&lt;br /&gt;
# All princesses become hyped up&lt;br /&gt;
# Everything becomes summery&lt;br /&gt;
# Everyone becomes apologetic and regretful&lt;br /&gt;
# Everyone becomes supportive and emotional&lt;br /&gt;
# Everyone becomes petty and gossipy&lt;br /&gt;
# Everyone becomes cynical, yet optimistic&lt;br /&gt;
# All princesses turn into dragons&lt;br /&gt;
# All princesses turn into birds&lt;br /&gt;
# All princesses turn into animals&lt;br /&gt;
# All princesses become chibi&lt;br /&gt;
# Structures made of teacups, books, or playing cards appear&lt;br /&gt;
# Words become bubbles and are only heard when popped&lt;br /&gt;
# Everyone now wears a mask&lt;br /&gt;
# All princesses heal 1 level of Harm with visible heart symbols and sound effects&lt;br /&gt;
# All princesses become translucent and slightly floaty&lt;br /&gt;
# Every action is accompanied by music and sound effects&lt;br /&gt;
# Everything becomes more colorful&lt;br /&gt;
# Everything becomes black and white&lt;br /&gt;
# NOBODY HAS AN INDOOR VOICE&lt;br /&gt;
# A treasure palace or library appears in the nearby wild lands&lt;br /&gt;
# A tea party appears with delicious food and drink&lt;br /&gt;
# A tea party appears, but is plain&lt;br /&gt;
# All princesses begin to glimmer and sparkle constantly&lt;br /&gt;
# Butterflies everywhere&lt;br /&gt;
# Bunnies everywhere&lt;br /&gt;
# Fortunes materialize (1d4 Treasure)&lt;br /&gt;
# Sudden fire&lt;br /&gt;
# Sudden water&lt;br /&gt;
# Sudden air&lt;br /&gt;
# Suddenly earth&lt;br /&gt;
# Sudden light&lt;br /&gt;
# Sudden lightning&lt;br /&gt;
# Sudden cold&lt;br /&gt;
# Sudden darkness&lt;br /&gt;
# Sudden thunder&lt;br /&gt;
# Suddenly stone&lt;br /&gt;
# A sudden pit appears&lt;br /&gt;
# An elemental forms around an object&lt;br /&gt;
# A fairy appears in a playful mood&lt;br /&gt;
# A fairy appears in a trickster mood&lt;br /&gt;
# Spark appears; recover with [[Actions_(PW)#Supple|Supple]] (1–3: 1, 4–5: 2, 6: 3, 66: 5)&lt;br /&gt;
# A princess’s Spark bursts into light; roll Tender: 1–3 keep 1, 4–5 keep 2, 6 keep 3, 66 keep 5&lt;br /&gt;
# Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
# Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
# Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
# Personalities swap or change.&lt;br /&gt;
# A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
# All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
# Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
# Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
# Illusions begin appearing around the kingdom.&lt;br /&gt;
# Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
# The entire kingdom is silenced.&lt;br /&gt;
# Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
# Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; — [[#top|Back to top]] — &amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89092</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89092"/>
		<updated>2026-03-24T23:13:22Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Other Types Of Dice Rolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Harm ===&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. &lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fumble (1)&#039;&#039;&#039;: Lose all ticks&lt;br /&gt;
* &#039;&#039;&#039;Failure (2-3)&#039;&#039;&#039;: One tick&lt;br /&gt;
* &#039;&#039;&#039;Partial Success (4-5)&#039;&#039;&#039;: Two ticks&lt;br /&gt;
* &#039;&#039;&#039;Full Success (6)&#039;&#039;&#039;: Three ticks&lt;br /&gt;
* &#039;&#039;&#039;Critical Success (66)&#039;&#039;&#039;: Five ticks&lt;br /&gt;
&lt;br /&gt;
Levels of Effect reduces the ticks 2 (limited Effect) or increases the ticks by 2 (great Effect).&lt;br /&gt;
When done during an Adventure, such rolls as Consequences as normal. &lt;br /&gt;
In downtime there is never any consequences except from a fumble, that resets progress.&lt;br /&gt;
&lt;br /&gt;
==== Other Clocks ====&lt;br /&gt;
Clocks can also be used to track other game effects. An alarm clock that ticks as a consequence can determine when an alarm finally goes off, a sinking clock can determine how decks on a ship are flooded before the ship sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favours for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky Adventures princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Stress their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 3 harm &#039;Broken Leg&#039;, you take some Stress and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Stress and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Stress your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
In general, resisting reduces the Consequence by two levels, removing a controlled or standard consequence and a deadly consequence is reduced to a controlled one, but the GM may decide to only reduce consequences by one level in a dramatic situation.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Insight, Prowess, Resolve). The GM chooses the attribute, based on the nature of consequences. In general this means you roll the Attribute that governs the Action roll that resulted in the Consequence, but there are exceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Mental harm and effort; magical damage, fatigue from study, messing up an invention&lt;br /&gt;
* &#039;&#039;&#039;Prowess:&#039;&#039;&#039; Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something&lt;br /&gt;
* &#039;&#039;&#039;Resolve:&#039;&#039;&#039; Social harm and effort; making a faux pas, being caught in a lie, cutting words from a rival princess, a drop in relations, wild magic &amp;amp; weird harm&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Stress when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Stress. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Stress. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Stress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt, so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Stress, and the GM reduces the harm to level 1, &#039;Bruised Ribs&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89091</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89091"/>
		<updated>2026-03-24T22:37:41Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Progress Clocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Harm ===&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Progress Clocks ====&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89090</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89090"/>
		<updated>2026-03-24T22:37:14Z</updated>

		<summary type="html">&lt;p&gt;Starfox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Harm ===&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89089</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89089"/>
		<updated>2026-03-24T22:33:41Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Great Effect or Deadly Consequence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Harm ===&lt;br /&gt;
Harm is a subtype of Consequences that represent injury, shock, and loss of control.&lt;br /&gt;
&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can&#039;t help but break a leg or two. Harm is usually a consequence of failed action rolls, and comes in a delightful variety of shapes and severities. &lt;br /&gt;
&lt;br /&gt;
Harm comes in three levels as a series of three boxes. &lt;br /&gt;
When you take Harm of a certain level, fill in the box with a description of the Harm.&lt;br /&gt;
The description matters, as the penalties only apply when it makes sense for the described Harm.&lt;br /&gt;
If you take Harm of a certain level again, fill in the next higher level. &lt;br /&gt;
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.&lt;br /&gt;
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.&lt;br /&gt;
&lt;br /&gt;
Princesses are very spunky and Harm cannot keep them down. &lt;br /&gt;
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.&lt;br /&gt;
At the end of an Adventure any remaining Harm is removed.&lt;br /&gt;
Princesses may sport a band aid or bump, but are otherwise ok very quickly.&lt;br /&gt;
&lt;br /&gt;
With Harm so temporary, it can be used to represent most types of consequences. In Princess World, loss in an intellectual debate or severe snubbing at a tea party can be as severe as that of a hostile spell or physical trashing.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Light Harm:&#039;&#039;&#039; Limb injuries or a loss of temper givning -1d on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Heavy Harm:&#039;&#039;&#039; Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.&lt;br /&gt;
# &#039;&#039;&#039;Incapacitated:&#039;&#039;&#039; Unconscious or delirious, unable to act at all unless you Push.&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89088</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89088"/>
		<updated>2026-03-24T20:41:43Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Devil&amp;#039;s Bargain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89087</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89087"/>
		<updated>2026-03-24T17:38:40Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Player Rolls; Everyone Judges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom.&lt;br /&gt;
* Suffer Harm.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 — Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 — Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 — Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 — Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 — Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89086</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89086"/>
		<updated>2026-03-24T17:37:52Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Player Rolls; Everyone Judges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom.&lt;br /&gt;
* Suffer Harm.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
* &#039;&#039;&#039;1 Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
* &#039;&#039;&#039;2-3 Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
* &#039;&#039;&#039;4/5 Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
* &#039;&#039;&#039;6 Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
* &#039;&#039;&#039;66 Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89085</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89085"/>
		<updated>2026-03-24T17:31:49Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Resistance Rolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom.&lt;br /&gt;
* Suffer Harm.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
: &#039;&#039;&#039;1 Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
: &#039;&#039;&#039;2-3 Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
: &#039;&#039;&#039;4/5 Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
: &#039;&#039;&#039;6 Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
: &#039;&#039;&#039;66 Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89084</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89084"/>
		<updated>2026-03-24T17:31:39Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Fortune Rolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom.&lt;br /&gt;
* Suffer Harm.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
: &#039;&#039;&#039;1 Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
: &#039;&#039;&#039;2-3 Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
: &#039;&#039;&#039;4/5 Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
: &#039;&#039;&#039;6 Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
: &#039;&#039;&#039;66 Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89083</id>
		<title>Gameplay (PW)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gameplay_(PW)&amp;diff=89083"/>
		<updated>2026-03-24T17:30:50Z</updated>

		<summary type="html">&lt;p&gt;Starfox: /* Downtime Rolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PW}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.&lt;br /&gt;
&lt;br /&gt;
=== Fiction First ===&lt;br /&gt;
A central aspect of the game is that the story comes first. &lt;br /&gt;
Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do.&lt;br /&gt;
Once you have decided what to do, pick the Action you want to roll, which can lead to a small discussion.&lt;br /&gt;
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Stylish, she could run after it using Swift, she could&lt;br /&gt;
utilize her surroundings to improvise a trap using Supple, she could sing a&lt;br /&gt;
special pig-calling song using Tender or try to tame the pig using Pulse.&lt;br /&gt;
&lt;br /&gt;
==== Indirect Actions ====&lt;br /&gt;
Sometimes you will be asked how you react to a situation that has not yet happened. The GM may say that there is a strange rustling in the brush, or they may say that &#039;&#039;You are about to be rushed by a pig you have not yet seen!&#039;&#039;&lt;br /&gt;
In such a situation your options you rely on the perceptive aspects of you actions. &lt;br /&gt;
Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts out bad, the main point here is to avoid a bad Consequence.&lt;br /&gt;
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.&lt;br /&gt;
&lt;br /&gt;
=== Action Rolls ===&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s Position and Effect. &lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
==== Player States Goal ====&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favor my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
==== Player Chooses Action ====&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
==== GM Sets Position ====&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
* Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s nothing in your way.&lt;br /&gt;
* Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going head to head.&lt;br /&gt;
* Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The Position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. &lt;br /&gt;
&lt;br /&gt;
==== GM Sets Effect ====&lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
* Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
* Standard: You do what you were trying to do.&lt;br /&gt;
* Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
* None: Your action has no appreciable effect.&lt;br /&gt;
* Negative: Your action has effect, and for it to have any effect you must first increase the Effect to None before you increase it further. In truly bad situations, you may have to do this several times. Maybe doing something else is a better idea? Consequences in Princess Wold are light, so even a hopeless idea can still be worth it to express your Princess&#039; personality. The worst that can happen is usually that you are out for a little while.&lt;br /&gt;
&lt;br /&gt;
The initial Effect level will generally be Standard. &lt;br /&gt;
However, if the princess is particularly strong and the obstacle particularly weak then the GM might decide that the initial Effect is Great. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is attempting to stop a group of her subjects from panicking, after all the brooms in the kingdom come to life. The GM judges the effect to be standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is in a controlled lands kingdom, pressed into babysitting a bunch of academy princesses, when a half-dozen slimes attack the group. The frontier princess steps in front of the academy princesses with her weapon in hand, determined to wipe out the slimes and protect her charges. The GM judges the Effect to be great; she&#039;s a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat. On any level of success the frontier princess isn&#039;t just going to defeat these slimes, but she&#039;s going to look good doing it, too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A princess is taking on an enormous fire elemental, all by herself. The elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has nothing in particular that improves the situation. The GM judges her effect to be Limited; even if she rolls a success, it&#039;s not going to do much in this situation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Changing Position and Effect ====&lt;br /&gt;
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Critical roll&#039;&#039;&#039; increases Effect. This is unusual in that it is decided after the roll is made&lt;br /&gt;
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil&#039;s Bargain|Devil&#039;s Bargain]].&lt;br /&gt;
* A player may &#039;&#039;&#039;Trade Position For Effect&#039;&#039;&#039;. This represents the princess taking riskier actions, cutting corners, sacrificing her own safety in order to get into a more effective position, and so on. In mechanical terms the princess worsens her position by one level (from controlled to risky, from risky to desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.&lt;br /&gt;
&lt;br /&gt;
==== Devil&#039;s Bargain ====&lt;br /&gt;
On any roll the GM or another player may offer a Devil&#039;s Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted. &lt;br /&gt;
A Devil&#039;s Bargain must always fit the situation, and sometimes there just is no good choice available.&lt;br /&gt;
Its ok to ask the other players&#039; for ideas.&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom.&lt;br /&gt;
* Suffer Harm.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Dice ====&lt;br /&gt;
You start with a number of dice equal to the rating in the Action you are using.&lt;br /&gt;
You can then do various things to improve the number of dice.&lt;br /&gt;
You can only do each of these once.&lt;br /&gt;
&lt;br /&gt;
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies&lt;br /&gt;
: +1d You may reduce Effect, taking a shortcut or easy option&lt;br /&gt;
: +1d Another princess can Assist you (see Teamwork)&lt;br /&gt;
: +1d A non-player character with abilities that fit the task assist you&lt;br /&gt;
: +1d The GM may say that the situation is unusually easy and requires little skill&lt;br /&gt;
&lt;br /&gt;
==== Player Rolls; Everyone Judges ====&lt;br /&gt;
If you have 1d or more to roll, you roll all the dice and read only the highest die.&lt;br /&gt;
If you roll 2 or more sixes, &lt;br /&gt;
&lt;br /&gt;
If you end up with zero dice, you roll 2d and pick the lowest.&lt;br /&gt;
If you somehow end up with negative dice, add the negative number to the 2d for having zero dice, roll all, and read only the lowest.&lt;br /&gt;
&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital.&lt;br /&gt;
: &#039;&#039;&#039;1 Fumble&#039;&#039;&#039; Something went wrong. Not only did you not succeed and suffer the Consequence waiting for you, something additional negative Consequence comes up, usually on the Risky level.&lt;br /&gt;
: &#039;&#039;&#039;2-3 Failure&#039;&#039;&#039; then the action didn&#039;t go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or &amp;quot;fail forward&amp;quot;, something happens to move the action forward. &lt;br /&gt;
: &#039;&#039;&#039;4/5 Partial Success&#039;&#039;&#039; You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.&lt;br /&gt;
: &#039;&#039;&#039;6 Full Success&#039;&#039;&#039; You succeed, and also manage to avoid any consequence. &lt;br /&gt;
: &#039;&#039;&#039;66 Critical success&#039;&#039;&#039; If you manage to roll two or more sixes, this is a full success, and you also gain an additional bonus, usually increased Effect but sometimes some other benefit.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
=== Example Effects and Consequences ===&lt;br /&gt;
Effect and consequence are two sides of the same coin. When you are in a contest with some other actor, such as a monster or other princess, Position is their equivalent of Effect. A desperate Position means they have great Effect. A controlled Position is equivalent to a Limited effect. Even when there is no actor, the situation itself inflicts consequences in a similar manner.&lt;br /&gt;
&lt;br /&gt;
==== Limited Effect or Controlled Position ====&lt;br /&gt;
Level 1 Harm or a minor delay or setback. &lt;br /&gt;
* It took more time than you thought&lt;br /&gt;
* You end up in a precarious but safe position, trapped for a moment&lt;br /&gt;
* You attracted attention&lt;br /&gt;
* A momentary stun&lt;br /&gt;
* Someone earns your notice or makes you see their side of an argument.&lt;br /&gt;
&lt;br /&gt;
==== Standard Effect or Risky Position ====&lt;br /&gt;
Level 2 Harm or major delay or setback. &lt;br /&gt;
* Get sidetracked for the rest of the scene&lt;br /&gt;
* You end up in a precarious position; hanging by your hands, down at a lower level, in water&lt;br /&gt;
* Caught in the act&lt;br /&gt;
* Knocked unconscious&lt;br /&gt;
* You are impressed or are convinced of a minor point.&lt;br /&gt;
&lt;br /&gt;
==== Great Effect or Deadly Consequence ====&lt;br /&gt;
Level 3 harm or a dramatic delay or setback.&lt;br /&gt;
* Get lost, abducted, or otherwise out of the Adventure&lt;br /&gt;
* You end up in a lethal situation; on a high tightrope, barreling towards doom&lt;br /&gt;
* Leave incontestable evidence.&lt;br /&gt;
* Get mind controlled or confused to the point that you act for the other side&lt;br /&gt;
* You are awed or accept another&#039;s&#039; argument&lt;br /&gt;
&lt;br /&gt;
=== Other Types Of Dice Rolls ===&lt;br /&gt;
Action Rolls are the most common and important rolls in Princess World, but there are several other types of rolls you may have to do that have less impact, but are still important. All the normal modifiers apply, but it is not usually worth expending resources or Stress on such rolls.&lt;br /&gt;
&lt;br /&gt;
==== Fumble Rolls ====&lt;br /&gt;
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble. &lt;br /&gt;
Climbing and balancing are typical situations, but also avoiding a faux-pas in a social setting or not looking the other way to miss an obvious event.&lt;br /&gt;
&lt;br /&gt;
This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
downtime activities in relative comfort. You make downtime rolls to see how&lt;br /&gt;
much they get done. Downtime rolls have no Position and increasing Effect only happens from special abilities. This improves the result by one degree: Fumble → Failure → Partial Success → Full Success → Critical.&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Progress Clocks ===&lt;br /&gt;
A progress clock is a circle divided into segments. Make a progress clock&lt;br /&gt;
when you need to track ongoing effort, the approach of impending trouble,&lt;br /&gt;
the passage of time, progress towards finishing a project, and so on. For&lt;br /&gt;
example, each faction or kingdom with which the player princesses have&lt;br /&gt;
contact will have a six segment relations clock. This clock earns ticks via&lt;br /&gt;
social actions, doing favours for that group, and so on. When the clock is&lt;br /&gt;
filled it resets to zero and relations with that group are improved by +1.&lt;br /&gt;
Generally, actions will fill progress clocks at the following rate:&lt;br /&gt;
&lt;br /&gt;
: Fumble (all 1s): Zero ticks&lt;br /&gt;
: Failure: One tick&lt;br /&gt;
: Partial Success: Two ticks&lt;br /&gt;
: Full Success: Three ticks&lt;br /&gt;
: Critical Success: Five ticks&lt;br /&gt;
&lt;br /&gt;
Increased levels of effect (such as from escalating an action) will add to the&lt;br /&gt;
number of ticks filled on a clock. For example, if a princess escalates once to&lt;br /&gt;
d8s and achieves a partial success (with standard effect) then three ticks will&lt;br /&gt;
be added to the clock; two from the partial success, and one tick from the&lt;br /&gt;
extra level of effect gained by escalating. If a princess escalates twice to d10s&lt;br /&gt;
and achieves a full success (with standard effect) then five ticks will be added;&lt;br /&gt;
three from the full success, and another two ticks from the two extra levels of&lt;br /&gt;
effect gained by escalating.&lt;br /&gt;
&lt;br /&gt;
Reduced effect will subtract from the number of ticks; -1 for limited effect,&lt;br /&gt;
-3 for no effect. For example, if a princess rolls a partial success with limited&lt;br /&gt;
effect she&#039;ll fill in one tick on the clock; two ticks for the partial success,&lt;br /&gt;
minus one for limited effect. If a princess rolls a full success with no effect&lt;br /&gt;
then no ticks are filled; the three ticks for a full success are reduced to zero by&lt;br /&gt;
the minus three modifier for no effect.&lt;br /&gt;
&lt;br /&gt;
Partial successes, failures, and fumbles might also come with additional&lt;br /&gt;
consequences. GM&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
=== Types Of Dice Rolls ===&lt;br /&gt;
There are four types of rolls that you&#039;ll use most often in the game:&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
When a princess attempts to do something that&#039;s dangerous or troublesome,&lt;br /&gt;
they make an action roll to find out how it goes. Action rolls and their effects&lt;br /&gt;
and consequences drive most of the game.&lt;br /&gt;
&lt;br /&gt;
There are times when a roll might be made just to see how a character reacts.&lt;br /&gt;
For example, the GM might call for all the princesses to make a basic Weird&lt;br /&gt;
roll to see who notices some wild lands oddness, or a princess might decide&lt;br /&gt;
to roll Sensible to see if she can contain her anger, or Chatty to see how&lt;br /&gt;
sincerely she&#039;s coming across, or Tough to see how she reacts to a serious&lt;br /&gt;
injury. In these cases there are no direct mechanical consequences for failure,&lt;br /&gt;
no XP is awarded, and these rolls cannot be escalated.&lt;br /&gt;
&lt;br /&gt;
==== Free Time Rolls ====&lt;br /&gt;
Between dealing with those pesky kingdom affairs princesses can perform&lt;br /&gt;
free time activities in relative comfort. You make free times rolls to see how&lt;br /&gt;
much they get done. Free time rolls are made from a controlled position by&lt;br /&gt;
default, but position may be traded for effect if the GM agrees it&#039;s&lt;br /&gt;
appropriate. This usually represents the princess pushing herself, cutting&lt;br /&gt;
corners, or foregoing safety measures in order to get more done in a shorter&lt;br /&gt;
timespan.&lt;br /&gt;
&lt;br /&gt;
For more details see Free Time (pg 89).&lt;br /&gt;
&lt;br /&gt;
==== Fortune Rolls ====&lt;br /&gt;
Fortune rolls are made when something is purely down to luck. The GM can&lt;br /&gt;
make a fortune roll to disclaim decision making and leave something up to&lt;br /&gt;
chance. How capable is this subject? How badly does that wild magic burst&lt;br /&gt;
affect the crops? How many of those falling rocks hit that goat? How does&lt;br /&gt;
this kingdom feel about ducks? Is this visiting princess helpful and&lt;br /&gt;
competent or selfish and interfering?&lt;br /&gt;
&lt;br /&gt;
Generally a fortune roll will be a single d6, with a 1 representing the worst&lt;br /&gt;
possible luck and a 6 representing the best possible luck.&lt;br /&gt;
&lt;br /&gt;
==== Resistance Rolls ====&lt;br /&gt;
A player can make a resistance roll when their character suffers a&lt;br /&gt;
consequence they don&#039;t like. The roll tells us how much Weight their&lt;br /&gt;
character suffers to reduce the severity of a consequence. When you resist&lt;br /&gt;
that level 2 harm &#039;Broken Leg&#039;, you take some Weight and now it&#039;s only a&lt;br /&gt;
level 1 &#039;Sprained Ankle&#039;. If you resist dropping something fragile, instead you&lt;br /&gt;
mark Weight and manage to catch it at the last second.&lt;br /&gt;
&lt;br /&gt;
For more details see Resistance Rolls (pg 75).&lt;br /&gt;
&lt;br /&gt;
==== Action Rolls ====&lt;br /&gt;
You make an action roll when your character does something with the&lt;br /&gt;
potential for failure or consequences. The possible results of the action roll&lt;br /&gt;
depend on your character&#039;s position. If you&#039;re in a controlled position, the&lt;br /&gt;
possible consequences are less serious. If you&#039;re in a desperate position, the&lt;br /&gt;
consequences can be severe. If you&#039;re somewhere in between, it&#039;s risky—&lt;br /&gt;
usually considered the default position for most actions.&lt;br /&gt;
&lt;br /&gt;
Generally, the flow of order for an action is as follows:&lt;br /&gt;
# The player states their goal for the action.&lt;br /&gt;
# The player chooses the aspect they wish to use.&lt;br /&gt;
# The GM sets the position for the roll.&lt;br /&gt;
# The GM sets the effect level for the action.&lt;br /&gt;
# The player may trade position for effect.&lt;br /&gt;
# The player may escalate.&lt;br /&gt;
# The player adds bonus dice.&lt;br /&gt;
# The GM or another player may offer a Hard Choice.&lt;br /&gt;
# The player rolls the dice and we judge the result.&lt;br /&gt;
&lt;br /&gt;
;1. Player States Goal&lt;br /&gt;
Not just &amp;quot;I attack the monsters&amp;quot;, but &amp;quot;I&#039;m trying to get the monsters to run&lt;br /&gt;
away, show that I&#039;m a serious threat and make them scared of me.&amp;quot; Not just&lt;br /&gt;
&amp;quot;I talk to the faction rep&amp;quot;, but &amp;quot;I want the faction rep to favour my kingdom&lt;br /&gt;
over my rival&#039;s.&amp;quot; The princess&#039;s ideal desired outcome should be clearly&lt;br /&gt;
stated in this step.&lt;br /&gt;
&lt;br /&gt;
;2. Player Chooses Aspect&lt;br /&gt;
There&#039;s a lot of overlap here, but generally the GM and the player should&lt;br /&gt;
agree on the appropriate aspect to use. For example, rolling using Tough&lt;br /&gt;
when you&#039;re trying to pick a lock isn&#039;t the most appropriate aspect, but it&lt;br /&gt;
could be if you&#039;re just trying to kick the door open. The GM might change&lt;br /&gt;
the position or the effect depending on the aspect used, and how&lt;br /&gt;
convincingly the player explains how they&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
;3. GM Sets Position&lt;br /&gt;
The position is how dangerous or troublesome the action is for the player.&lt;br /&gt;
The three positions are:&lt;br /&gt;
&lt;br /&gt;
: Controlled: There&#039;s a clear opportunity, you have an advantage, there&#039;s&lt;br /&gt;
nothing in your way.&lt;br /&gt;
: Risky: You&#039;re taking a chance, you&#039;re acting on equal footing, you&#039;re going&lt;br /&gt;
head to head.&lt;br /&gt;
: Desperate: You&#039;re in serious trouble, you&#039;re at a disadvantage, you&#039;re out of&lt;br /&gt;
your depth.&lt;br /&gt;
&lt;br /&gt;
By default, action rolls are risky. The player wants to accomplish something&lt;br /&gt;
but there&#039;s an obstacle. If it&#039;s a particularly dangerous situation, make it&lt;br /&gt;
desperate. If it&#039;s less dangerous, controlled.&lt;br /&gt;
&lt;br /&gt;
The position of an action represents the severity of consequences for failure&lt;br /&gt;
(or a partial success). Ask the question, what happens if this goes wrong?&lt;br /&gt;
Given the circumstances, how bad can it get?&lt;br /&gt;
&lt;br /&gt;
;4. GM Sets Effect &lt;br /&gt;
Just how much will this action accomplish, if successful? Sometimes this will&lt;br /&gt;
just be a binary pass or fail choice, other times there may be degrees of&lt;br /&gt;
success. The four basic effect levels are:&lt;br /&gt;
&lt;br /&gt;
: Great: You don&#039;t just get what you wanted, but something extra too!&lt;br /&gt;
: Standard: You do what you were trying to do.&lt;br /&gt;
: Limited: You achieve a partial or weakened effect. What didn&#039;t you get? What remains to be done?&lt;br /&gt;
: None: Your action has no appreciable effect.&lt;br /&gt;
&lt;br /&gt;
The effect level will generally be standard, which can be improved to great&lt;br /&gt;
via critical successes or by special abilities, or by the princess choosing to&lt;br /&gt;
escalate the dice rolled. However, if the princess is particularly strong and the&lt;br /&gt;
obstacle particularly weak then the GM might decide that a success means a&lt;br /&gt;
great effect. On the other hand if the princess isn&#039;t prepared, doesn&#039;t have the&lt;br /&gt;
right tools, is fighting above her weight or so forth, then a limited effect&lt;br /&gt;
might be all she can hope for even on a full success.&lt;br /&gt;
&lt;br /&gt;
; 5. Player May Trade Position For Effect&lt;br /&gt;
Trading position for effect represents the princess taking riskier actions,&lt;br /&gt;
cutting corners, sacrificing her own safety in order to get into a more&lt;br /&gt;
effective position, and so on. In mechanical terms the princess worsens her&lt;br /&gt;
position by one level (from controlled to risky, from risky to desperate) and&lt;br /&gt;
increases her effect. When in a controlled position you may trade position for&lt;br /&gt;
effect twice, worsening your position to desperate and adding +2 effect.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is taking on an enormous fire elemental, all by herself. The&lt;br /&gt;
elemental&#039;s Tier is one higher than her kingdom&#039;s, and she has her princess weapon&lt;br /&gt;
but nothing in particular that gives her potency against fire. The GM judges her&lt;br /&gt;
effect to be limited; even if she rolls a success, it&#039;s not going to do much in this&lt;br /&gt;
situation.&lt;br /&gt;
&lt;br /&gt;
Example: A princess is attempting to stop a group of her subjects from panicking,&lt;br /&gt;
after all the brooms in the kingdom come to life. The GM judges the effect to be&lt;br /&gt;
standard; she&#039;s a princess of the kingdom, known and respected, and they&#039;re just&lt;br /&gt;
brooms, but she&#039;s speaking to a big crowd and trying to calm them quickly.&lt;br /&gt;
Example: A princess is in a controlled lands kingdom, pressed into babysitting a&lt;br /&gt;
bunch of academy princesses, when a half-dozen slimes attack the group. The&lt;br /&gt;
frontier princess steps in front of the academy princesses with her weapon in hand,&lt;br /&gt;
determined to wipe out the slimes and protect her charges. The GM judges the&lt;br /&gt;
effect to be great; she&#039;s a frontier princess who deals with much worse than this on&lt;br /&gt;
a daily basis, and a bunch of slimes aren&#039;t going to present any significant threat.&lt;br /&gt;
On any level of success the frontier princess isn&#039;t just going to defeat these slimes,&lt;br /&gt;
but she&#039;s going to look good doing it, too.&lt;br /&gt;
&lt;br /&gt;
;6. Player Chooses Escalation&lt;br /&gt;
After the GM has set the dice level the princess may choose to escalate,&lt;br /&gt;
increasing the size of dice in exchange for a flashier outcome and greater&lt;br /&gt;
effect. Every level of escalation increases the dice level by one (d6 -&amp;gt; d8 -&amp;gt;&lt;br /&gt;
d10 -&amp;gt; d12 -&amp;gt; d20), but also increases the level of effect by one. In addition,&lt;br /&gt;
full success on an escalated action awards 1 XP to the relevant core trait.&lt;br /&gt;
Escalation represents extra flamboyance, more flashy techniques, and possibly&lt;br /&gt;
the use of magic. For example, escalating a Sporty action might mean the&lt;br /&gt;
princess is using magic to make herself run faster and jump higher.&lt;br /&gt;
&lt;br /&gt;
Alternately, she might just be leaping around and doing flips and running&lt;br /&gt;
along walls and such. Escalating a Bookworm action might mean&lt;br /&gt;
surrounding herself with dozens of floating books, flicking through the pages&lt;br /&gt;
with spectral hands. Alternately, she might just be reading from seven books&lt;br /&gt;
at once, set out normally, while taking notes with one hand and with the&lt;br /&gt;
other ... eating potato chips! Escalating a Chatty action might involve minor&lt;br /&gt;
charm magic (suspicious if discovered) or illusion magic to make herself look&lt;br /&gt;
more interesting or cute to the person she&#039;s talking to. Alternately, she might&lt;br /&gt;
just be talking so fast and switching subjects with such breathtaking fluidity&lt;br /&gt;
that it beggars the mind to witness.&lt;br /&gt;
&lt;br /&gt;
Escalation can make the seemingly impossible possible, but at the cost of a&lt;br /&gt;
greater risk of failure and potentially worse (or maybe just more dramatic)&lt;br /&gt;
consequences if the dice aren&#039;t kind. Spectacular successes, but also&lt;br /&gt;
spectacular failures.&lt;br /&gt;
&lt;br /&gt;
Note that certain rolls, such as resistance, cannot be escalated.&lt;br /&gt;
Example: All the elementals in the area are combing into a giant mega-elemental.&lt;br /&gt;
Stella wants to stop this.&lt;br /&gt;
&lt;br /&gt;
GM: There are a lot of elementals and there&#039;s wild magic everywhere. You&#039;ve only&lt;br /&gt;
got your princess weapon, right? Earth versus earth? I don&#039;t think you can do&lt;br /&gt;
much. You&#039;re in a desperate position already, by the way.&lt;br /&gt;
Stella: Okay then, what if I escalate?&lt;br /&gt;
&lt;br /&gt;
GM: Hmm ... with the difference in Tiers you&#039;d have to escalate twice just to get a&lt;br /&gt;
limited effect.&lt;br /&gt;
&lt;br /&gt;
Stella: I&#039;ll escalate three times then, up to a ... would that be a d12? Okay, that&#039;s&lt;br /&gt;
what I&#039;m doing. Charging my Heartwood Gauntlets with everything I&#039;ve got,&lt;br /&gt;
using magic to enchant my shoes so I&#039;m extra springy and zippy, running and&lt;br /&gt;
dodging past the little elementals and wild magic surges then launching myself into&lt;br /&gt;
the air, gathering every bit of power I have and crashing straight into the core of&lt;br /&gt;
that gathering elemental. Pushing myself for another dice, and can I roll with&lt;br /&gt;
Sporty because I&#039;m mostly running and jumping to get into position?&lt;br /&gt;
&lt;br /&gt;
GM: Darn tooting you can, sounds amazing. Want a Hard Choice?&lt;br /&gt;
Stella: Hit me.&lt;br /&gt;
&lt;br /&gt;
GM: You get slashed and clipped by all those little elementals and floating rocks&lt;br /&gt;
you&#039;re running past, take a level 1 harm as an additional consequence.&lt;br /&gt;
&lt;br /&gt;
Stella: Huh. Yep, I&#039;ll do it. Gonna need every dice I can get here.&lt;br /&gt;
GM: Okay. Mark two Weight for pushing yourself, add the level 1 harm &#039;cut up&#039;&lt;br /&gt;
and roll it.&lt;br /&gt;
&lt;br /&gt;
;7. Players Add Bonus Dice&lt;br /&gt;
+1d can be added by pushing yourself (marking two Weight).&lt;br /&gt;
When in the wild lands princesses can also Channel Wild Magic to add dice&lt;br /&gt;
to their roll (see pg 66 for details).&lt;br /&gt;
&lt;br /&gt;
Other players can give the acting player +1d by saying how they help and&lt;br /&gt;
marking one Weight.&lt;br /&gt;
&lt;br /&gt;
;8. Hard Choice&lt;br /&gt;
On any roll the GM or another player may offer a Hard Choice. This will&lt;br /&gt;
give the acting princess extra dice or increased effect, or in some cases negate&lt;br /&gt;
the need for a roll entirely, but also result in something happening that they&lt;br /&gt;
probably won&#039;t like. Some examples:&lt;br /&gt;
&lt;br /&gt;
* Collateral damage, unintended harm.&lt;br /&gt;
* Sacrifice Treasure or an item.&lt;br /&gt;
* Disappoint a friend or loved one.&lt;br /&gt;
* Damage relations with a faction.&lt;br /&gt;
* Start and/or tick a troublesome clock.&lt;br /&gt;
* Add Chaos to the kingdom or reduce the kingdom&#039;s Standing.&lt;br /&gt;
* Mark Weight, or clear all Weight and take a heart scar.&lt;br /&gt;
* Suffer harm.&lt;br /&gt;
&lt;br /&gt;
;9. Player Rolls; Everyone Judges&lt;br /&gt;
The results of the dice roll are important, but interpreting them is vital. If the&lt;br /&gt;
highest value is 1-3 (on an unescalated d6 roll) then the action didn&#039;t go as&lt;br /&gt;
planned, but that&#039;s not the same as a failure. Sometimes succeeding in an&lt;br /&gt;
unexpected (and negative) way, or even succeeding TOO well, can be more&lt;br /&gt;
interesting. 4/5 is a partial success, which might involve taking a minor&lt;br /&gt;
consequence or reduced effect, suffering harm, or ending up in a worse&lt;br /&gt;
position (risky from controlled, desperate from risky).&lt;br /&gt;
&lt;br /&gt;
=== Play It Out ===&lt;br /&gt;
Dealing with a threat, obstacle, situation or anything else that might require&lt;br /&gt;
a roll of the dice also requires an approach. How is your princess acting?&lt;br /&gt;
What kind of attitude do they have? What aspect of themselves is most&lt;br /&gt;
expressed, in this situation?&lt;br /&gt;
&lt;br /&gt;
For example, a princess is dealing with a runaway pig, as you do. She could&lt;br /&gt;
yell at it to stop using Bossy, she could run after it using Sporty, she could&lt;br /&gt;
utilise her surroundings to improvise a trap using Tinker, she could sing a&lt;br /&gt;
special pig-calling song using Bookworm or Earthy.&lt;br /&gt;
&lt;br /&gt;
==== Keep Moving Forward ====&lt;br /&gt;
Sixes are great, obviously. We all love a six. (Or an eight, or a ten, or twelve,&lt;br /&gt;
or that most welcome of sights, the natural twenty.) Most of the time,&lt;br /&gt;
though, you&#039;re going to be dealing with partial successes if the roll isn&#039;t a&lt;br /&gt;
complete wash. It&#039;s important to remember that a partial success is still a&lt;br /&gt;
success, it just means there&#039;s some kind of cost or unwanted consequence.&lt;br /&gt;
The action still happens and the princess makes progress towards achieving&lt;br /&gt;
her goal. She might get thrown around and beaten and discouraged, she&lt;br /&gt;
might attract the attention of every elemental in the area, she might put ticks&lt;br /&gt;
on three different clocks, but she&#039;s moving forward.&lt;br /&gt;
&lt;br /&gt;
GM, balance the consequences you dish out with forward momentum. Tick&lt;br /&gt;
those clocks, deal that harm, increase that Chaos, but make sure you&#039;re also&lt;br /&gt;
letting the princesses make big steps towards what they want. If you&#039;re&lt;br /&gt;
having trouble thinking of consequences, there&#039;s a table in Appendix B (pg&lt;br /&gt;
108) that could provide some inspiration.&lt;br /&gt;
&lt;br /&gt;
Princess, remember the tools you have available to control the narrative. You&lt;br /&gt;
can always resist consequences at the cost of Weight. This is very powerful!&lt;br /&gt;
No matter what pain the GM dishes out, you have the option to just say&lt;br /&gt;
&amp;quot;Nope!&amp;quot; Of course you then have to deal with mounting Weight and&lt;br /&gt;
potential scars, but that&#039;s all part of being a princess. Strong heart, easily&lt;br /&gt;
scarred. You can also Protect That Smile on the behalf of others, taking&lt;br /&gt;
consequences for them. When you&#039;re fighting monsters, the fighty princess&lt;br /&gt;
can step in and take the hits. When you&#039;re at a party, the talky princess can&lt;br /&gt;
be a social tank. Cover for each other and work as a team.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
In PW:FK, you achieve goals by taking actions and dealing with&lt;br /&gt;
consequences. The GM judges the basic effect of the action using the profiles&lt;br /&gt;
below. Which one best matches the action at hand—great, standard, or&lt;br /&gt;
limited? Each effect level indicates the questions that should be answered for&lt;br /&gt;
that effect, as well as how many segments to tick if you&#039;re using a progress&lt;br /&gt;
clock.&lt;br /&gt;
&lt;br /&gt;
;[3] Great&lt;br /&gt;
You achieve more than usual. What additional benefit do you enjoy?&lt;br /&gt;
&lt;br /&gt;
;[2] Standard&lt;br /&gt;
You achieve an expected effect. Is that enough, or is there more left to do?&lt;br /&gt;
&lt;br /&gt;
;[1] Limited&lt;br /&gt;
You achieve a partial or weak effect. How is your impact diminished? What&lt;br /&gt;
effort remains to achieve your goal?&lt;br /&gt;
&lt;br /&gt;
==== Assessing Factors ====&lt;br /&gt;
To choose an effect level, first start with your gut feeling, given the situation.&lt;br /&gt;
Then, if needed, assess relevant factors: potency, scale, quality/tier, and&lt;br /&gt;
relations. If the PC has an advantage in a given factor, consider a greater&lt;br /&gt;
effect. If they have a disadvantage, consider a reduced effect.&lt;br /&gt;
&lt;br /&gt;
==== Potency ====&lt;br /&gt;
The potency factor considers particular weaknesses, taking extra time or a&lt;br /&gt;
bigger risk, or the influence of magic. Stealthy actions are more potent if all&lt;br /&gt;
the lights are extinguished. Weapons are more potent if they are exploiting a&lt;br /&gt;
weakness, elemental or otherwise. Study actions are more potent if the&lt;br /&gt;
princess is an expert in that field, or if she has adequate time and resources to&lt;br /&gt;
devote to the subject. On the other side of things, stealth is less potent in a&lt;br /&gt;
well-lit area with little cover. Using a fire weapon against a fire elemental is&lt;br /&gt;
less potent. That study action is less potent if the princess is rushed or&lt;br /&gt;
doesn&#039;t have access to the right materials.&lt;br /&gt;
&lt;br /&gt;
==== Quality/Tier ====&lt;br /&gt;
Quality represents the effectiveness of tools, weapons, or other resources,&lt;br /&gt;
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking&lt;br /&gt;
with Tier.&lt;br /&gt;
&lt;br /&gt;
When a princess is dealing with something of the same effective Tier, her&lt;br /&gt;
effect will be standard unless there are other factors to consider (such as&lt;br /&gt;
potency or scale). When dealing with a higher Tier the princess&#039;s effect will&lt;br /&gt;
be reduced by the difference between the Tiers. For example, if a player&lt;br /&gt;
princess from a Tier 0 kingdom is trying to improve relations with a princess&lt;br /&gt;
representing the Universal Librarians (Tier 3), then the player princess will&lt;br /&gt;
begin at no effect—in fact, at one level lower than no effect. She&#039;ll have to&lt;br /&gt;
figure out how to improve her effect by at least two levels just to get to&lt;br /&gt;
limited. On the other hand, if a princess is from a Tier 1 kingdom and&lt;br /&gt;
dealing with Tier 0 monsters then she&#039;ll be at great effect from the start,&lt;br /&gt;
barring other factors such as scale.&lt;br /&gt;
&lt;br /&gt;
When a roll is made &#039;against Tier&#039;, compare the kingdom&#039;s Tier to the&lt;br /&gt;
target&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is&lt;br /&gt;
Tier 1 and she has fine magic tools so she&#039;s effectively Tier 2. The barrier is Tier 3.&lt;br /&gt;
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.&lt;br /&gt;
&lt;br /&gt;
==== Scale ====&lt;br /&gt;
Scale represents the number of opponents, size of an area covered, scope of&lt;br /&gt;
influence, and so on. Larger scale can be an advantage or disadvantage&lt;br /&gt;
depending on the situation. In battle, more people are better. When&lt;br /&gt;
infiltrating, more people are a hindrance.&lt;br /&gt;
&lt;br /&gt;
==== Relations ====&lt;br /&gt;
Relations mostly affect social actions. Increase or decrease effect by the level&lt;br /&gt;
of relations. For example, when asking a favour from a neighbouring&lt;br /&gt;
kingdom with +1 relations, the princess would increase her level of effect by&lt;br /&gt;
one. When Reaching Out to a faction with which the princess&#039;s kingdom has&lt;br /&gt;
-2 relations, reduce effect by two levels.&lt;br /&gt;
&lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
When considering factors, effect level might be reduced below limited,&lt;br /&gt;
resulting in no effect, or increased beyond great, resulting in an extreme&lt;br /&gt;
effect.&lt;br /&gt;
&lt;br /&gt;
If a PC special ability gives increased effect it comes into play after the GM&lt;br /&gt;
has assessed the effect level.&lt;br /&gt;
&lt;br /&gt;
Also, remember that a princess can push herself (mark 2 Weight) for +1&lt;br /&gt;
effect, or escalate (increase dice size) to get increased effect on her action. If&lt;br /&gt;
she can figure out a way her princess weapon would be useful in a situation,&lt;br /&gt;
that&#039;s +1 effect too.&lt;br /&gt;
&lt;br /&gt;
Every factor won&#039;t always apply to every situation. You don&#039;t have to do an&lt;br /&gt;
exact accounting every time, either. Use factors to help you make a&lt;br /&gt;
judgement call. Don&#039;t feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
==== Lead A Group Action ====&lt;br /&gt;
When you lead a group action, you coordinate multiple members of the team&lt;br /&gt;
to tackle a problem together. Describe how your character leads the team in a&lt;br /&gt;
coordinated effort. Do you shout orders, conjure helpful glowing symbols in&lt;br /&gt;
the air, lead by example, or provide royally charming inspiration?&lt;br /&gt;
Each PC involved makes an action roll (using the same aspect) and the team&lt;br /&gt;
counts the single best result as the overall effort for everyone who rolled.&lt;br /&gt;
However, the character leading the group action takes one Weight for each&lt;br /&gt;
PC that rolled a failure as their best result.&lt;br /&gt;
&lt;br /&gt;
Escalation may be used as part of a group action but carries a cost. For every&lt;br /&gt;
level of escalation used on a roll that is anything less than a full success, one&lt;br /&gt;
Weight must be marked. This Weight can be marked by anyone who is part&lt;br /&gt;
of the group action.&lt;br /&gt;
&lt;br /&gt;
For example, if a princess escalates once and rolls a failure, one Weight is&lt;br /&gt;
paid. If she escalates three times and rolls a partial success, three Weight&lt;br /&gt;
must be paid. If a princess escalates four times and rolls a full success, no&lt;br /&gt;
Weight needs to be paid for her escalation.&lt;br /&gt;
&lt;br /&gt;
=== Set Up Actions ===&lt;br /&gt;
When you perform a set up action you have an indirect effect on an obstacle.&lt;br /&gt;
If your action has its intended result, any member of the team who follows&lt;br /&gt;
through gets increased effect or improved position for their roll. You choose&lt;br /&gt;
the benefit, based on the nature of your set up action.&lt;br /&gt;
&lt;br /&gt;
This is a good way to contribute when you don’t have a good rating in the&lt;br /&gt;
action at hand. Multiple follow-up actions may take advantage of your set up&lt;br /&gt;
as long as it makes sense in the fiction. Similarly, multiple set up actions&lt;br /&gt;
could influence a single action roll. For example, one princess could use&lt;br /&gt;
Stylish to distract an enemy, another could use Nosy to detect a weak point&lt;br /&gt;
(perhaps with improved position due to the first princess&#039;s successful&lt;br /&gt;
distraction), then a third could use Tough to attack the monster, enjoying&lt;br /&gt;
both an extra level of effect and improved position.&lt;br /&gt;
&lt;br /&gt;
Since a set up action can increase the effect of follow-up actions, it&#039;s also&lt;br /&gt;
useful when the team is facing tough opposition that has advantages in&lt;br /&gt;
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due&lt;br /&gt;
to disadvantages in a situation, the set up action provides a bonus that allows&lt;br /&gt;
for limited effect.&lt;br /&gt;
&lt;br /&gt;
=== Protect That Smile ===&lt;br /&gt;
If you&#039;re in a position to do so, you may step in to face a consequence that&lt;br /&gt;
someone else would otherwise face. Describe how you intervene, then suffer&lt;br /&gt;
the consequence in their place. You may roll to resist it as normal.&lt;br /&gt;
Escalating Or Trading Position For Effect.&lt;br /&gt;
&lt;br /&gt;
After factors are considered and the GM has announced the effect level, a&lt;br /&gt;
player might want to escalate their dice for effect. For instance, if they&#039;re&lt;br /&gt;
going to make a risky roll with standard effect (the most common scenario,&lt;br /&gt;
generally), they might instead want to push their luck and escalate their dice&lt;br /&gt;
to make it a great effect. Alternately, if appropriate they can make their&lt;br /&gt;
position more dangerous (controlled to risky, risky to desperate) in exchange&lt;br /&gt;
for an effect bonus.&lt;br /&gt;
&lt;br /&gt;
Example: Stella is sneaking past some elementals. She has spent a prep point to&lt;br /&gt;
create a magical distraction and wants to sprint past while the elementals are&lt;br /&gt;
diverted.&lt;br /&gt;
&lt;br /&gt;
GM: It&#039;s pretty far. I don&#039;t think you can make it before your fireworks end. You&lt;br /&gt;
can get halfway with a successful Sporty action, but unless you get a crit you&#039;re&lt;br /&gt;
going to have to be Sneaky to get past the elementals.&lt;br /&gt;
&lt;br /&gt;
Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?&lt;br /&gt;
Escalate to a d8 for the Sporty roll, to go extra fast?&lt;br /&gt;
&lt;br /&gt;
GM: That works—or you could make it a desperate action rather than a risky one.&lt;br /&gt;
&lt;br /&gt;
Stella: No, I&#039;ll just escalate.&lt;br /&gt;
&lt;br /&gt;
GM: Okay, roll it.&lt;br /&gt;
&lt;br /&gt;
=== Channelling Wild Magic ===&lt;br /&gt;
When in the wild lands, a princess can attempt to harness and use the&lt;br /&gt;
inherent raw magic in the area. In mechanical terms, a princess can use wild&lt;br /&gt;
magic to add dice to their roll to a maximum of their Whimsy + 1. (So if a&lt;br /&gt;
princess has a Whimsy of 1 they can add up to 2 wild magic dice to a roll.)&lt;br /&gt;
However, there are costs and risks to doing this.&lt;br /&gt;
&lt;br /&gt;
First, channelling any amount of wild magic forces an escalation of the&lt;br /&gt;
action. It&#039;s up to the princess to decide how much she wants to escalate, but&lt;br /&gt;
it has to be at least one level (to d8s). The escalation gives bonuses as normal&lt;br /&gt;
(increased effect and XP awarded upon full success).&lt;br /&gt;
&lt;br /&gt;
Second, regardless of the outcome, any doubles rolled trigger a localised wild&lt;br /&gt;
magic surge. This can take the form of kinetic energy, elemental energy, life&lt;br /&gt;
energy, or anything else the GM deems appropriate. It could be beneficial to&lt;br /&gt;
the princess, or harmful. If desired, a fortune roll can be made to see how&lt;br /&gt;
positive (or negative) the effects are, or you can use the table in Appendix A&lt;br /&gt;
of this rulebook (pg 109) to generate a random surge.&lt;br /&gt;
&lt;br /&gt;
The escalation of the roll represents not just the difficulty of controlling wild&lt;br /&gt;
magic, but also the often spectacular and explosive effects of doing so. When&lt;br /&gt;
wild magic is used it&#039;s an opportunity to really get crazy with both successes&lt;br /&gt;
and consequences.&lt;br /&gt;
&lt;br /&gt;
The GM should keep track of the total number of wild magic dice used and&lt;br /&gt;
wild magic surges that occurred during a session, as this will affect the&lt;br /&gt;
kingdom&#039;s Chaos. See the Chaos Grows section in Aftermath (pg 84) for&lt;br /&gt;
details.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
Even in the controlled lands magic is bizarre. Once you get into the deep&lt;br /&gt;
wilds, woo! Forget about it. Super weird. Frontier kingdoms are shielded&lt;br /&gt;
against the worst of it but even so, they are unavoidably places where there&#039;s a&lt;br /&gt;
lot of uncontrolled wild magic around. This is represented by Chaos, a&lt;br /&gt;
measure of just how weird things are getting in and around your frontier&lt;br /&gt;
kingdom.&lt;br /&gt;
&lt;br /&gt;
Chaos increases in a number of ways. Strong emotions can increase Chaos,&lt;br /&gt;
especially if a lot of people are feeling the same way, or if one particularly&lt;br /&gt;
powerful individual (say, a princess) is in an emotional state. Messing around&lt;br /&gt;
in the wild lands can increase Chaos, as can ignoring the wild lands and&lt;br /&gt;
allowing elementals and other monsters to gather power (sort of a catch-22&lt;br /&gt;
situation there, to be honest). Disorder can increase Chaos. Even something&lt;br /&gt;
as seemingly innocuous as an untidy room can have surprisingly serious&lt;br /&gt;
consequences.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Explosions ===&lt;br /&gt;
Elementals are formed of highly compressed wild magic. When an elemental&lt;br /&gt;
is destroyed all of that energy is released at once, increasing the kingdom&#039;s&lt;br /&gt;
Chaos by the elemental&#039;s Tier. Nearby princesses may attempt to calm this&lt;br /&gt;
explosion, rolling Weird against the elemental&#039;s Tier. Each level of effect&lt;br /&gt;
reduces the Chaos increase by one, to a minimum of zero. Only one attempt&lt;br /&gt;
may be made for each elemental, although other princesses can mark Weight&lt;br /&gt;
to help the princess making the roll.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Sets The Stage ===&lt;br /&gt;
At the beginning of each session the GM should roll a number of dice equal&lt;br /&gt;
to the kingdom&#039;s Chaos.&lt;br /&gt;
&lt;br /&gt;
Any 6s rolled indicate an abatement of Chaos; reduce the kingdom&#039;s Chaos&lt;br /&gt;
by one.&lt;br /&gt;
&lt;br /&gt;
Any set of doubles indicates a major wild magic surge, which can manifest in&lt;br /&gt;
many different ways. See the Wild Magic Surge Examples section, or roll on&lt;br /&gt;
the random table in Appendix B (pg 109).&lt;br /&gt;
&lt;br /&gt;
Every 1 indicates a possible weakening of the kingdom&#039;s shields. If this isn&#039;t&lt;br /&gt;
dealt with by the end of the session, reduce the kingdom&#039;s Shield by 1. Shield&lt;br /&gt;
problems generally require a free time action to solve. Multiple shield&lt;br /&gt;
problems might require multiple actions, or might be represented by a clock&lt;br /&gt;
that must be filled. For example, if two 1s are rolled then the GM might&lt;br /&gt;
create a four segment clock. If the princesses manage to fill this clock before&lt;br /&gt;
the end of the session, their Shield will not decrease. Dealing with shield&lt;br /&gt;
problems might also be the focus of this session&#039;s affair.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are strong (Shield is higher than Land) then players&lt;br /&gt;
may request for any of the dice to be rerolled.&lt;br /&gt;
&lt;br /&gt;
Example: Stella&#039;s kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,&lt;br /&gt;
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and&lt;br /&gt;
a 4. There&#039;s still a wild magic surge (double 5s), but the shields aren&#039;t weakened&lt;br /&gt;
and Chaos is reduced by 1 thanks to the 6.&lt;br /&gt;
&lt;br /&gt;
If the kingdom&#039;s shields are weak (Shield is less than Land) then reroll all 6s&lt;br /&gt;
once.&lt;br /&gt;
&lt;br /&gt;
Example: Beka&#039;s kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,&lt;br /&gt;
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no&lt;br /&gt;
reduction in Chaos for the kingdom.&lt;br /&gt;
&lt;br /&gt;
If Chaos ever reaches ten then the wild magic near the kingdom&#039;s borders&lt;br /&gt;
has reached a crisis point. Reset chaos to zero and increase the kingdom&#039;s&lt;br /&gt;
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces&lt;br /&gt;
find an outlet.&lt;br /&gt;
&lt;br /&gt;
==== Wild Magic Surge Examples ====&lt;br /&gt;
* Warping of terrain; hills become flat, grasslands become swamps, rivers twist and bend, lakes empty, valleys flood. Enormous rock spikes burst from the ground. Crystal formations grow from walls and rooftops.&lt;br /&gt;
* Monster lairs are created, or monsters break through the borders.&lt;br /&gt;
* Life energy causes tools or other inanimate objects to come to life.&lt;br /&gt;
* Personalities swap or change.&lt;br /&gt;
* A new treasure palace appears near the kingdom&#039;s border.&lt;br /&gt;
* All the animals in the kingdom start talking and just won&#039;t shut up.&lt;br /&gt;
* Elementals near the kingdom&#039;s borders begin merging to create one enormous mega-elemental.&lt;br /&gt;
* Portals start appearing, sucking in everything nearby and depositing it in random places.&lt;br /&gt;
* Illusions begin appearing around the kingdom.&lt;br /&gt;
* Every lie told in the kingdom manifests as a little floating puffball.&lt;br /&gt;
* The entire kingdom is silenced.&lt;br /&gt;
* Thick mist settles over the kingdom, and there&#039;s something out there.&lt;br /&gt;
* Some of the valuables in the kingdom&#039;s vault sprout legs and run for it.&lt;br /&gt;
&lt;br /&gt;
The length that wild magic surge effects persist for is up to the GM.&lt;br /&gt;
Generally they&#039;ll last a session or two, or until the princesses deal with them&lt;br /&gt;
directly (possibly as an affair). If you&#039;re having trouble coming up with a wild&lt;br /&gt;
surge, try looking at the projects the princesses have, their kingdom focus,&lt;br /&gt;
their relations with factions and other kingdoms, and their goals. What&lt;br /&gt;
would mess with those things?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still coming up blank, or just want to embrace the chaos and roll for&lt;br /&gt;
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).&lt;br /&gt;
&lt;br /&gt;
== Harm And Consequence ==&lt;br /&gt;
&lt;br /&gt;
=== The Heart Of A Princess ===&lt;br /&gt;
Princesses are, generally speaking, resilient individuals used to bearing heavy&lt;br /&gt;
responsibility. They&#039;re tough to hurt and hard to keep down. However,&lt;br /&gt;
princesses are not indestructible. They are physical beings of flesh and blood.&lt;br /&gt;
If they&#039;re cut, they bleed. If they&#039;re slammed against a rock by a rogue&lt;br /&gt;
elemental, they hurt. If they get hit in the arm by a troll&#039;s club, maybe that&lt;br /&gt;
arm gets broken. Similarly, the barbed words of a rival princess can cut&lt;br /&gt;
straight to the heart. The weight of regret can be more crushing than that&lt;br /&gt;
troll&#039;s club. It is true that a princess&#039;s heart is her greatest strength. It is also&lt;br /&gt;
true that the heart of a princess is her most vulnerable weakness.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
Enemy actions, bad circumstances, or the outcome of a roll can inflict&lt;br /&gt;
consequences on a PC. The GM determines the consequences, following&lt;br /&gt;
from the fiction and the style and tone established by the game group.&lt;br /&gt;
&lt;br /&gt;
=== Reduced Effect ===&lt;br /&gt;
This consequence represents impaired performance. The PC&#039;s action isn&#039;t as&lt;br /&gt;
effective as they&#039;d anticipated. You hit the monster, but it&#039;s not enough to&lt;br /&gt;
stop it from eating the key. You&#039;re able to climb the wall, but you&#039;re only&lt;br /&gt;
halfway up before the dragon spots you. This consequence essentially reduces&lt;br /&gt;
the effect level of the PC&#039;s action by one after all other factors are accounted&lt;br /&gt;
for.&lt;br /&gt;
&lt;br /&gt;
=== Complication ===&lt;br /&gt;
This consequence represents trouble, mounting danger, or a new threat. The&lt;br /&gt;
GM might introduce an immediate problem that results from the action&lt;br /&gt;
right now: the room catches fire, you&#039;re disarmed, your kingdom gets +1&lt;br /&gt;
Chaos from the elemental attention you&#039;re attracting, you lose status with a&lt;br /&gt;
faction, the target evades you and now it&#039;s a chase, more monsters turn up,&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Or the GM might tick a clock for the complication. Maybe there&#039;s a clock&lt;br /&gt;
for the alert level of monsters guarding a treasure. Or maybe the GM creates&lt;br /&gt;
a new clock for the suspicion of your host at a party. Fill one tick on a clock&lt;br /&gt;
for a minor complication or two ticks for a standard complication.&lt;br /&gt;
A serious complication is more severe: reinforcements surround and trap you,&lt;br /&gt;
the room catches fire and falling ceiling beams block the door, your weapon&lt;br /&gt;
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.&lt;br /&gt;
Fill three or more ticks on a clock for a serious complication.&lt;br /&gt;
Don&#039;t inflict a complication that negates a success. If a PC tries to corner an&lt;br /&gt;
enemy and gets a partial success, don&#039;t say that the enemy escapes. The&lt;br /&gt;
player&#039;s roll succeeded so the enemy is cornered, but maybe they manage to&lt;br /&gt;
knock the princess&#039;s weapon away, or pull a suspiciously glowing crystal from&lt;br /&gt;
their pocket.&lt;br /&gt;
&lt;br /&gt;
==== Harm And Injury ====&lt;br /&gt;
Princesses are pretty tough, and also quite good at avoiding getting seriously&lt;br /&gt;
hurt. Sometimes, though, you just can&#039;t help but break a leg or two.&lt;br /&gt;
Harm is usually a consequence of failed action rolls, and comes in a&lt;br /&gt;
delightful variety of shapes and severities.&lt;br /&gt;
&lt;br /&gt;
# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross&lt;br /&gt;
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed&lt;br /&gt;
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged&lt;br /&gt;
&lt;br /&gt;
==== Weight ====&lt;br /&gt;
This consequence represents stress and heaviness of heart. Sometimes even&lt;br /&gt;
when an action succeeds it costs the princess something. Marking Weight as&lt;br /&gt;
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,&lt;br /&gt;
disappointment, or maybe just good old fashioned stress.&lt;br /&gt;
&lt;br /&gt;
==== Twonked ====&lt;br /&gt;
&#039;Twonked&#039; is a state of incapacity in which you&#039;re able to call encouragement&lt;br /&gt;
to your friends and maybe move a bit, but not much more than that. Actually&lt;br /&gt;
acting in any useful capacity will cost two Weight for every action roll (see&lt;br /&gt;
&#039;Pushing Yourself&#039;). When twonked a princess can elect to be teleported to&lt;br /&gt;
safety, most likely back to her castle, unless there are circumstances stopping&lt;br /&gt;
teleportation magic from working (this is up to the GM and the laws of&lt;br /&gt;
narrative drama).&lt;br /&gt;
&lt;br /&gt;
=== Pushing Yourself ===&lt;br /&gt;
Princesses can use their inner determination and strength of heart to push&lt;br /&gt;
themselves to greater heights. For each bonus you choose, mark two Weight.&lt;br /&gt;
Each bonus may be taken once per action.&lt;br /&gt;
:Add +1d to your roll.&lt;br /&gt;
:Add +1 level to your effect.&lt;br /&gt;
:Take a normal action while twonked.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Princesses have a Weight counter with ten steps. Weight represents the&lt;br /&gt;
heaviness of the princess&#039;s heart and the burden she is bearing; the more she&lt;br /&gt;
pushes herself and the more stress she suffers, the heavier the responsibility&lt;br /&gt;
she feels and the harder everything seems. If Weight reaches ten then it is&lt;br /&gt;
reset to zero and the princess takes a heart scar; see the Heart Scars section&lt;br /&gt;
for details.&lt;br /&gt;
&lt;br /&gt;
Once per session, if a princess eats or drinks something new and delicious&lt;br /&gt;
she may remove one Weight.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars ===&lt;br /&gt;
If Weight reaches ten then the princess has pushed herself too far and her&lt;br /&gt;
heart will be scarred as a consequence. Reset Weight to zero then pick an&lt;br /&gt;
appropriate scar from the list. The emergence of a scar is a dramatic event&lt;br /&gt;
and can completely change the course of a scene. The GM has the final say&lt;br /&gt;
over how a new scar affects events, and over what actions the princess may&lt;br /&gt;
take for the remainder of the affair. Some suggestions for how heart scarring&lt;br /&gt;
might play out:&lt;br /&gt;
&lt;br /&gt;
* The princess is immediately whisked out of danger and back to the castle, to recover and reflect. Her companions may or may not go with her. &lt;br /&gt;
* The princess is filled with dramatic power, and immediately utilises this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom&#039;s Chaos. &lt;br /&gt;
* The princess is incapacitated by the impact of this new scar, and is considered twonked. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment. &lt;br /&gt;
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise spent; cutting to a new scene or the aftermath of the affair might be appropriate. &lt;br /&gt;
* The newly scarred princess is able to hide the change that&#039;s come over her well enough that nobody can really say for sure what just happened. The true effects of the scar will be felt, and perhaps noticed, later. Whenever a princess takes a heart scar increase her kingdom&#039;s Standing and XP by one each. It&#039;s an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.&lt;br /&gt;
&lt;br /&gt;
=== List Of Heart Scars ===&lt;br /&gt;
# Regretful: You&#039;ve made mistakes. You have to be better.&lt;br /&gt;
# Guilty: Why did you DO that? Why do you always mess up?&lt;br /&gt;
# Cold: Feelings are a distraction.&lt;br /&gt;
# Hot: Feelings MATTER!&lt;br /&gt;
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.&lt;br /&gt;
# Savage: No more polite lies. You&#039;ll let them all know exactly what you think of them.&lt;br /&gt;
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.&lt;br /&gt;
# Overprotective: As long as they&#039;re okay, you&#039;re okay. Just don&#039;t let them get hurt. Just don&#039;t let them down.&lt;br /&gt;
# Contentious: WHAT DID YOU JUST SAY?&lt;br /&gt;
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.&lt;br /&gt;
# Manic: Let&#039;s have a party! Let&#039;s go fight those elementals! Let&#039;s do whatever, just don&#039;t stop! Don&#039;t stop!&lt;br /&gt;
# Withdrawn: You&#039;re okay. You can do this. By yourself. Definitely by yourself.&lt;br /&gt;
# Proud: You did nothing wrong. It&#039;s everyone else who&#039;s mistaken.&lt;br /&gt;
# Competitive: Anything&#039;s better than losing.&lt;br /&gt;
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.&lt;br /&gt;
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.&lt;br /&gt;
# Reckless: You&#039;ve survived worse. You&#039;ll survive this, too. Or not. Either way.&lt;br /&gt;
# Idealistic: You&#039;re right! You KNOW you&#039;re right! If only you could make them understand!&lt;br /&gt;
# Blinkered: This is fine.&lt;br /&gt;
# Relentless: So what if you&#039;re heading for ruin. Just as long as it gets done.&lt;br /&gt;
# Paranoid: Everyone&#039;s hiding something. Nobody&#039;s free of secrets. The only sane position is one of suspicion.&lt;br /&gt;
# Shy: Everyone keeps looking at you, and you don&#039;t know how to deal with that.&lt;br /&gt;
# Stubborn: No.&lt;br /&gt;
# Anxious: What if you&#039;re just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?&lt;br /&gt;
# Obsessed: Was it that? It was. Just that one thing. That one little thing.&lt;br /&gt;
# Disillusioned: It&#039;s not how you thought it&#039;d be. It&#039;s not how they said it&#039;d be. Is there even any point to this?&lt;br /&gt;
# Arrogant: This wouldn&#039;t have happened if they&#039;d just listened to you. You&#039;re better than them. You&#039;re better than everyone.&lt;br /&gt;
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.&lt;br /&gt;
# Apathetic: Whatever.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
Scars are permanent. When a princess gains her fourth scar she must take a&lt;br /&gt;
step back from active involvement in kingdom affairs. Let the younger,&lt;br /&gt;
brighter princesses deal with them. She&#039;s not dead or broken or useless, she&lt;br /&gt;
just ... can&#039;t do this any more. Not like she used to. The princess can still be a&lt;br /&gt;
part of the kingdom, but she is now an NPC. The player must make a new&lt;br /&gt;
character to continue, possibly using the legacy rules. The retiring princess&lt;br /&gt;
may help out in the future, but entirely under the GM&#039;s control. She will be&lt;br /&gt;
extremely reluctant to participate in any activities related to the event that&lt;br /&gt;
caused her retirement. For example, if she took her fourth scar while fighting&lt;br /&gt;
elementals in the wild lands, she won&#039;t do anything that might result in a&lt;br /&gt;
fight or contact with elementals. If she took her fourth scar while at a party&lt;br /&gt;
then she will shy away from social or diplomatic engagements.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the princess can leave the kingdom for the controlled lands.&lt;br /&gt;
This reflects well on the kingdom—clearly this princess has worked hard and&lt;br /&gt;
sacrificed a lot to advance her kingdom, and so the kingdom must be worthy.&lt;br /&gt;
Immediately add six to the kingdom&#039;s Standing. Also, the princess will&lt;br /&gt;
probably take an important position in one of the factions or otherwise act as&lt;br /&gt;
a positive (if remote) influence. Add her as a Highly Placed Friend boon to&lt;br /&gt;
the kingdom. If you like, you may create a new character using the legacy&lt;br /&gt;
rules.&lt;br /&gt;
&lt;br /&gt;
When a princess retires due to heart scarring her kingdom gains +1 relations&lt;br /&gt;
with the faction Scarred Hearts.&lt;br /&gt;
&lt;br /&gt;
=== Heart Scars In Play ===&lt;br /&gt;
Taking a heart scar is a dramatic, permanent change to a character, but it&lt;br /&gt;
doesn&#039;t have to define them going forward. Nobody is just one thing, and&lt;br /&gt;
every princess is going to react to a scar differently. Some will accept it, even&lt;br /&gt;
embrace it, using it to drive themselves forward. Some will be afraid of this&lt;br /&gt;
new facet of themselves. Some will fight against it, striving to be better than&lt;br /&gt;
the heavy little darkness deep in their chest. Some will try to ignore it,&lt;br /&gt;
throwing themselves into affairs as a distraction. Some will deny its existence,&lt;br /&gt;
doing anything to keep from acknowledging their new scar. Some will see it&lt;br /&gt;
as a mark of honour, a reminder of what they&#039;ve sacrificed. Some will see it as&lt;br /&gt;
a mark of shame, a reminder of their failure. Some will be able to laugh it off;&lt;br /&gt;
it happened, it&#039;s not that interesting, let&#039;s just move on. Some will find that&lt;br /&gt;
they&#039;re not able to treat it so lightly.&lt;br /&gt;
&lt;br /&gt;
In this Princess World heart scarring is a known phenomenon. Everyone sort&lt;br /&gt;
of knows that it&#039;s a risk for princesses, especially frontier princesses.&lt;br /&gt;
Accumulating too many isn&#039;t the end of a princess, it&#039;s mostly just a sign that&lt;br /&gt;
she&#039;s done enough. There&#039;s a level of respect for a princess with heart scars,&lt;br /&gt;
sometimes even awe. It means you&#039;ve been out there. It means you&#039;ve fought&lt;br /&gt;
and pushed yourself, maybe a little too far. It&#039;s rare that anyone would blame&lt;br /&gt;
a princess for taking a heart scar. Even a princess&#039;s rivals usually won&#039;t use&lt;br /&gt;
her scars against her. After all, they could be next. Still, it&#039;s not really&lt;br /&gt;
considered a polite conversational topic. In most situations it would be&lt;br /&gt;
tremendously rude to ask a princess if she has any scars, akin to asking a&lt;br /&gt;
soldier if they&#039;ve ever killed anyone. Heart scars are spoken of in hushed&lt;br /&gt;
tones, when they are discussed at all, with a degree of reverence and delicacy.&lt;br /&gt;
For players, don&#039;t be too scared of heart scars. Getting one isn&#039;t the end of&lt;br /&gt;
the world. From a gameplay point of view there&#039;s no mechanical penalty for&lt;br /&gt;
taking a scar, your Weight gets completely cleared, and if you use the scar for&lt;br /&gt;
roleplaying you get bonus XP. Of course if you get too many you&#039;re forced to&lt;br /&gt;
retired, but that&#039;s not the same as dying. Either your princess becomes an&lt;br /&gt;
NPC in the kingdom or she leaves the frontier and takes a position&lt;br /&gt;
elsewhere, supporting the place she fought so hard for from afar. It&#039;s not the&lt;br /&gt;
end of her story.&lt;br /&gt;
&lt;br /&gt;
For the GM, don&#039;t be scared to pile on the Weight, but if a princess is close&lt;br /&gt;
to gaining a heart scar it can be a good idea to bring it up whenever she takes&lt;br /&gt;
action or does anything that could push her over the edge. If a princess is&lt;br /&gt;
about to resist a consequence, for example, make sure to tell her that if she&lt;br /&gt;
rolls under a certain number then she&#039;s going to take enough Weight to gain&lt;br /&gt;
a heart scar. Don&#039;t blindside princesses, is what I&#039;m saying. In a certain sense,&lt;br /&gt;
gaining a scar should feel almost like a choice. The princess chose to push&lt;br /&gt;
herself, to resist, to take those risky or desperate actions, to escalate. It all&lt;br /&gt;
added up and led to this one moment. In a particularly tense or dramatic&lt;br /&gt;
situation, when a princess already has eight or nine Weight, you could even&lt;br /&gt;
offer a heart scar as part of a Hard Choice. She doesn&#039;t have to roll that&lt;br /&gt;
desperate action. She&#039;ll have full narrative control of how this thing plays out.&lt;br /&gt;
All of her Weight will be cleared. The only price is a scarred heart.&lt;br /&gt;
&lt;br /&gt;
=== Resistance Rolls ===&lt;br /&gt;
When a princess suffers a consequence they don&#039;t want to accept, they may&lt;br /&gt;
take Weight to change the outcome. The result of a resistance roll determines&lt;br /&gt;
how much Weight must be marked to avoid the outcome.&lt;br /&gt;
&lt;br /&gt;
Resistance is always automatically effective. The GM will tell you if the&lt;br /&gt;
consequence is reduced in severity or if you avoid it entirely. Then, you&#039;ll&lt;br /&gt;
make a resistance roll to see how much Weight your character marks as a&lt;br /&gt;
result of their resistance.&lt;br /&gt;
&lt;br /&gt;
You make the roll using one of your character&#039;s attributes (Fitness, Wit,&lt;br /&gt;
Charm or Whimsy). The GM chooses the attribute, based on the nature of&lt;br /&gt;
consequences:&lt;br /&gt;
&lt;br /&gt;
Fitness: Physical harm and effort; being thrown around, taking damage,&lt;br /&gt;
falling, exhaustion, dropping something.&lt;br /&gt;
&lt;br /&gt;
Wit: Mental harm and effort; magical damage, fatigue from study, messing&lt;br /&gt;
up an invention.&lt;br /&gt;
&lt;br /&gt;
Charm: Social harm and effort; making a faux pas, being caught in a lie,&lt;br /&gt;
cutting words from a rival princess, a drop in relations.&lt;br /&gt;
&lt;br /&gt;
Whimsy: Wild magic &amp;amp; weird harm; consequences of wild magic, messing&lt;br /&gt;
up while gardening, the effects of wild surges.&lt;br /&gt;
&lt;br /&gt;
Your character marks 6 Weight when they resist, minus the highest die result&lt;br /&gt;
from the resistance roll. So, if you rolled a 4, you&#039;d mark 2 Weight. If you&lt;br /&gt;
rolled a 6, you&#039;d mark zero Weight. If you get a critical result on your&lt;br /&gt;
resistance roll you clear 1 Weight.&lt;br /&gt;
&lt;br /&gt;
Example: During a scuffle with an elemental, Stella rolls badly and gets slammed&lt;br /&gt;
against a tree. It&#039;s a desperate situation and a strong elemental so the GM decides&lt;br /&gt;
Stella will take the level three harm, &#039;Crushed&#039;. Stella isn&#039;t in the mood to be hurt,&lt;br /&gt;
so she chooses to resist. The GM decides this is a Fitness roll. The princess, with her&lt;br /&gt;
Fitness of 2, rolls two dice and gets a 2 and a 1. She marks 4 Weight, and the GM&lt;br /&gt;
reduces the harm to level 2, &#039;Bruised Ribs&#039;.&lt;br /&gt;
&lt;br /&gt;
Usually, a resistance roll reduces the severity of a consequence. If you&#039;re going&lt;br /&gt;
to suffer level three harm, for example, a resistance roll would reduce the&lt;br /&gt;
harm to level two instead. Or if you got a complication when you were&lt;br /&gt;
sneaking into a monster lair, and the GM was going to mark three ticks on&lt;br /&gt;
the Alarm clock, she&#039;d only mark two (or maybe one) if you resisted the&lt;br /&gt;
complication.&lt;br /&gt;
&lt;br /&gt;
You may only resist a given consequence once.&lt;br /&gt;
&lt;br /&gt;
The GM also has the option to rule that your character completely avoids&lt;br /&gt;
the consequence. For instance, maybe you&#039;re fighting a monster and the&lt;br /&gt;
consequence is getting disarmed. When you resist, the GM says that you&lt;br /&gt;
avoid that consequence completely: you keep hold of your weapon.&lt;br /&gt;
The GM may also threaten several consequences at once, then the player&lt;br /&gt;
may choose which ones to resist (and make rolls for each).&lt;br /&gt;
&lt;br /&gt;
=== Magic Shields ===&lt;br /&gt;
Part of a princess&#039;s repertoire of tricks is the ability to magically protect&lt;br /&gt;
herself. Although they&#039;re referred to as &#039;shields&#039; they can take any form, such&lt;br /&gt;
as a glimmering armour aura, a burst of elegant motion that allows a dodge, a&lt;br /&gt;
stern glance that stops an arrow in midair, or any other protective magical&lt;br /&gt;
effect the princess likes. Generally speaking this protection will work against&lt;br /&gt;
physical or magical attacks, but is not effective against social attacks. Not&lt;br /&gt;
even a magic shield can defend against the cutting remarks of a rival princess.&lt;br /&gt;
The GM will judge when a magic shield can or cannot be used.&lt;br /&gt;
&lt;br /&gt;
Using a shield costs two prep points and reduces harm by one level. If the&lt;br /&gt;
shield is of fine quality, either due to the kingdom boon Overprotective or&lt;br /&gt;
something else, then it only costs one prep point.&lt;br /&gt;
Shields can be used as long as the princess has prep points, although of&lt;br /&gt;
course this means that other useful items or magic cannot be used.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Princesses are not immortal. The death of a character is a possibility within&lt;br /&gt;
this game. However, it can only occur if both the GM and player agree. To&lt;br /&gt;
state it clearly, when it comes to character mortality players in this game have&lt;br /&gt;
full agency. Their character cannot die without their explicit consent.&lt;br /&gt;
If the story leads a princess into a situation in which she takes potentially&lt;br /&gt;
lethal damage, if the player does not want her to die then she suffers level&lt;br /&gt;
three harm and is twonked. If she wants to continue to act then she must pay&lt;br /&gt;
two Weight for every action taken.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Affairs ==&lt;br /&gt;
There&#039;s no avoiding it. You can&#039;t ignore the problem any longer. You&#039;ve got a dozen other things demanding your attention but this affair in particular needs&lt;br /&gt;
to be dealt with right now.&lt;br /&gt;
&lt;br /&gt;
Kingdom affairs are the main &#039;adventure&#039; part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting&lt;br /&gt;
&lt;br /&gt;
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom&#039;s patron faction has approached them with a little&lt;br /&gt;
favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses&lt;br /&gt;
want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion,&lt;br /&gt;
or just find a really good party to attend. Whatever the affair, it&#039;s going to require planning, there are going to be obstacles involved, and by the end of it&lt;br /&gt;
everyone is probably going to be longing for a cup of tea and a nice long bath.&lt;br /&gt;
&lt;br /&gt;
==== Planning &amp;amp; Engagement ====&lt;br /&gt;
The princesses spend time planning their kingdom affairs. They check maps,&lt;br /&gt;
study books, argue about the best approach, consult with experts or their&lt;br /&gt;
subjects, prepare magic and supplies, plan routes, worry about potential&lt;br /&gt;
dangers, and so on.&lt;br /&gt;
&lt;br /&gt;
You, the players, will probably still do some of that. But all you ACTUALLY&lt;br /&gt;
have to do is choose the type of approach your princesses are taking. The&lt;br /&gt;
engagement roll determines how much trouble you&#039;re in when the plan is put&lt;br /&gt;
into motion.&lt;br /&gt;
&lt;br /&gt;
==== Choose Your Approach ====&lt;br /&gt;
There are six different approaches that can be taken, each with a missing&lt;br /&gt;
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or&lt;br /&gt;
Noble. To plan an affair, just pick an approach and add the detail. Then the&lt;br /&gt;
GM will cut to the action as the first dramatic moments of the affair unfold.&lt;br /&gt;
&lt;br /&gt;
== Engagement Approaches In Detail ==&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Get straight to the point, no mucking around.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of attack.&lt;br /&gt;
&lt;br /&gt;
Direct approaches are for princesses who can&#039;t be bothered with fiddly&lt;br /&gt;
nonsense. The point of attack could be a place, a person or object, or even&lt;br /&gt;
something more abstract like an idea or a belief.&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
Don&#039;t be glib.&lt;br /&gt;
&lt;br /&gt;
Detail: The method of deception.&lt;br /&gt;
&lt;br /&gt;
Tricky approaches always involve a degree of subterfuge. Think about both&lt;br /&gt;
the target and the way the princesses are tricking them, and exactly what&lt;br /&gt;
they&#039;re trying to accomplish with this.&lt;br /&gt;
&lt;br /&gt;
==== Stealthy ====&lt;br /&gt;
Just don&#039;t let them notice you.&lt;br /&gt;
&lt;br /&gt;
Detail: The point of infiltration.&lt;br /&gt;
&lt;br /&gt;
Stealthy approaches differ from tricky approaches in an important way;&lt;br /&gt;
tricky approaches are about deception, while stealthy approaches are about&lt;br /&gt;
not being noticed at all.&lt;br /&gt;
&lt;br /&gt;
==== Careful ====&lt;br /&gt;
Research carefully and do this properly.&lt;br /&gt;
&lt;br /&gt;
Detail: The revealed weakness.&lt;br /&gt;
&lt;br /&gt;
Careful approaches are for princesses who like to plan and prepare. The&lt;br /&gt;
detail is a weakness, which can be just about anything. Remember that the&lt;br /&gt;
engagement roll determines the opening position of the affair. On a poor roll&lt;br /&gt;
maybe the princesses were wrong about the weakness, or weren&#039;t able to&lt;br /&gt;
properly take advantage of it.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Civility, persuasion, tea.&lt;br /&gt;
&lt;br /&gt;
Detail: The social connection.&lt;br /&gt;
&lt;br /&gt;
Social approaches involve a contact, which could be someone the princesses&lt;br /&gt;
already know or someone new. (Although they&#039;ll probably have more luck&lt;br /&gt;
with a known and trusted ally than an unknown quantity.) It could involve&lt;br /&gt;
negotiation, a friendly chat, or maybe just a lot of shouting.&lt;br /&gt;
&lt;br /&gt;
==== Noble ====&lt;br /&gt;
Announce your intentions and engage honourably.&lt;br /&gt;
&lt;br /&gt;
Detail: Your reason for being so nice about this.&lt;br /&gt;
&lt;br /&gt;
With a noble approach there is absolutely no deception or trickery, and if&lt;br /&gt;
fighting is involved it&#039;ll be face to face without any attempt at surprise or&lt;br /&gt;
subterfuge.&lt;br /&gt;
&lt;br /&gt;
=== The Engagement Roll ===&lt;br /&gt;
Once the players choose an approach and provide the detail the GM cuts to&lt;br /&gt;
the action, describing the scene as the princesses begin their affair and&lt;br /&gt;
encounter their first obstacle. In order to give everyone an idea of how things&lt;br /&gt;
kick off, we use a dice roll. This is the engagement roll.&lt;br /&gt;
&lt;br /&gt;
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify&lt;br /&gt;
the dice pool for any major advantages or disadvantages that apply:&lt;br /&gt;
&lt;br /&gt;
Is the affair aligned with the kingdom&#039;s focus? Take +1d.&lt;br /&gt;
For example, Magic Researchers going into the wild lands to retrieve a relic.&lt;br /&gt;
&lt;br /&gt;
Are the princesses particularly suited to this approach? Take +1d.&lt;br /&gt;
For example, a Social approach with princesses who have high Charm aspects, or&lt;br /&gt;
having the Elemental Experts boon on an affair involving elementals.&lt;br /&gt;
&lt;br /&gt;
Are the princesses out of their depth with this approach? Take -1d.&lt;br /&gt;
For example, a Stealthy approach with princesses who have no points in Sneaky.&lt;br /&gt;
&lt;br /&gt;
Will the affair be in a familiar or comfortable environment? Take +1d.&lt;br /&gt;
For example, if the affair is within the kingdom, or in a place related to a princess&#039;s&lt;br /&gt;
speciality, or somewhere the princesses have spent significant time previously.&lt;br /&gt;
&lt;br /&gt;
Does the affair take place in a particularly difficult, hostile, or alien&lt;br /&gt;
environment? Take -1d.&lt;br /&gt;
For example, deep in the wild lands or at a party filled with hostile factions.&lt;br /&gt;
&lt;br /&gt;
Is there an aspect of the affair that could easily go wrong? Take -1d.&lt;br /&gt;
For example, it involves a kingdom or faction with negative relations, requires&lt;br /&gt;
precise timing, or involves an unreliable person.&lt;br /&gt;
&lt;br /&gt;
Is the approach especially appropriate? Does it exploit a weakness or&lt;br /&gt;
vulnerability? Take +1d.&lt;br /&gt;
For example, a Stealthy approach when infiltrating via a secret entrance, or a&lt;br /&gt;
Social approach with the detail being a reliable and trusted ally.&lt;br /&gt;
&lt;br /&gt;
Is there anything unsuitable about this particular approach? Is the target&lt;br /&gt;
strong against it? Take -1d.&lt;br /&gt;
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct&lt;br /&gt;
approach against a fortified position or a well-guarded item.&lt;br /&gt;
&lt;br /&gt;
Can any of your friends or subjects help or give advice? Take +1d for each&lt;br /&gt;
source of help.&lt;br /&gt;
&lt;br /&gt;
Are any enemies or rivals interfering in the affair? Take -1d for each&lt;br /&gt;
interference.&lt;br /&gt;
&lt;br /&gt;
Are there any other elements that you want to consider? Maybe a lower-Tier&lt;br /&gt;
target will give you +1d. Maybe a higher-Tier target will give you -1d.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Roll Results ====&lt;br /&gt;
Crit: Exceptional result. You&#039;ve overcome the first obstacle and you&#039;re in a&lt;br /&gt;
controlled position for what&#039;s next.&lt;br /&gt;
: 6: Good result. You&#039;re in a controlled position when the action starts.&lt;br /&gt;
: 4/5: Mixed result. You&#039;re in a risky position when the action starts.&lt;br /&gt;
: 1-3: Bad result. You&#039;re in a desperate position when the action starts.&lt;br /&gt;
&lt;br /&gt;
== Flashbacks ==&lt;br /&gt;
When an affair is underway you can invoke a flashback to take an action in&lt;br /&gt;
the past that impacts your current situation. Maybe you asked your allies to&lt;br /&gt;
come in and provide backup against these elementals. Maybe you arranged&lt;br /&gt;
with your subjects to be on hand with sacks to carry all this stuff back to the&lt;br /&gt;
kingdom. Maybe you spent some time studying the monsters you just ran&lt;br /&gt;
into.&lt;br /&gt;
&lt;br /&gt;
The GM sets a Weight cost when you activate a flashback action.&lt;br /&gt;
&lt;br /&gt;
0 Weight: An ordinary action for which you had easy opportunity. Arranging&lt;br /&gt;
with your subjects to show up somewhere, coordinating a special signal or&lt;br /&gt;
code word with your fellow princesses, studying a specific aspect of&lt;br /&gt;
something.&lt;br /&gt;
&lt;br /&gt;
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise&lt;br /&gt;
to be hidden at the party, having already Bookwormed about the house&lt;br /&gt;
where the faction leaders are meeting.&lt;br /&gt;
&lt;br /&gt;
2+ Weight: An elaborate action that involved special opportunities or&lt;br /&gt;
contingencies. Coordinating a balloon with a rope ladder to be sent over your&lt;br /&gt;
location just at this moment, uncovering detailed information about the&lt;br /&gt;
secret passages that lead to the master control room.&lt;br /&gt;
&lt;br /&gt;
After the cost is paid, a flashback action is handled just like any other action.&lt;br /&gt;
Sometimes it will entail an action roll, because there&#039;s some danger or trouble&lt;br /&gt;
involved. Sometimes a flashback will entail a fortune roll, because we just&lt;br /&gt;
need to find out how well things went. Sometimes a flashback won&#039;t call for&lt;br /&gt;
a roll at all; you just pay the Weight and it&#039;s accomplished.&lt;br /&gt;
At the GM&#039;s discretion a flashback might be paid for by Treasure or&lt;br /&gt;
Standing, rather than Weight. For example, if Chaos is significantly raised&lt;br /&gt;
during an affair, to the point that Wild will be increased, you could pay a&lt;br /&gt;
Treasure and flashback to taking the free time action Calm The Wilds, thus&lt;br /&gt;
reducing Chaos and avoiding that Wild increase.&lt;br /&gt;
&lt;br /&gt;
=== Flashback Limits ===&lt;br /&gt;
A flashback isn&#039;t time travel. It can&#039;t undo something that just occurred in&lt;br /&gt;
the present moment. For instance, if a faction representative confronts you&lt;br /&gt;
about the disappearance of a magical artefact, you can&#039;t call for a flashback to&lt;br /&gt;
stop her from showing up. She&#039;s here now, questioning you. That&#039;s&lt;br /&gt;
established in the fiction. However, you COULD call for a flashback to show&lt;br /&gt;
that you planted that artefact in a rival princess&#039;s bag...&lt;br /&gt;
&lt;br /&gt;
=== Time Paradox ===&lt;br /&gt;
Princesses cannot suffer harm or other consequences in a flashback that&lt;br /&gt;
would have affected them in the time leading up to the point when they had&lt;br /&gt;
the flashback. In other words, you can&#039;t break your arm in a flashback if&lt;br /&gt;
you&#039;ve been operating with two unbroken arms this whole time. Instead of&lt;br /&gt;
handing out harm and such as a consequence of flashback actions, the GM&lt;br /&gt;
should think about how the princesses&#039; actions in the past might affect them&lt;br /&gt;
in the present moment. You could start a clock, increase Chaos, damage&lt;br /&gt;
relations, have a rival show up, introduce a threat, or even inflict harm on&lt;br /&gt;
them in the present. Linking causes in flashbacks to effects in the present&lt;br /&gt;
moment can really bring an affair together.&lt;br /&gt;
&lt;br /&gt;
== Prep Points ==&lt;br /&gt;
Princesses are known for their flexibility and adaptability. They&#039;ll often come&lt;br /&gt;
up with a bit of magic or useful item just at the moment they need it.&lt;br /&gt;
Princesses don&#039;t need to specifically note what equipment, items, and magic&lt;br /&gt;
they&#039;re carrying. Instead, at the beginning of each new kingdom affair each&lt;br /&gt;
princess gets five prep points that they can spend whenever they need&lt;br /&gt;
something extra. It might be a tool, mundane or magical. It might be an extra&lt;br /&gt;
weapon, for just those moments when your princess weapon has been&lt;br /&gt;
smacked out of your hand by a raging frost elemental and you could really&lt;br /&gt;
use your trusty flame dagger. It might be a sequence of bombs, each more&lt;br /&gt;
unlikely than the last. It could also be a pinch of extra magic to make yourself&lt;br /&gt;
faster or sneakier, to disguise your appearance, or to summon some magical&lt;br /&gt;
fireworks as a distraction.&lt;br /&gt;
&lt;br /&gt;
In any case, whenever you need something during an affair just tell the GM&lt;br /&gt;
what you&#039;re pulling out and mark off a prep point. If it&#039;s particularly rare or&lt;br /&gt;
powerful then the GM might rule that it costs two prep points. If you want&lt;br /&gt;
an item or magical effect to be of fine quality (+effect when used as part of&lt;br /&gt;
an action roll) then it will cost an additional prep point. The GM might also&lt;br /&gt;
request justification for why the princess has this particular item, or require a&lt;br /&gt;
flashback to explain where and how they acquired or prepared it.&lt;br /&gt;
Prep points cannot be regained during an affair. Once they&#039;re gone, they&#039;re&lt;br /&gt;
gone.&lt;br /&gt;
&lt;br /&gt;
=== Picking Up Stuff ===&lt;br /&gt;
If a princess wants to take something she finds during an affair, mark off a&lt;br /&gt;
prep point. This includes Treasure; one prep point per point of Treasure&lt;br /&gt;
grabbed. Remember that any princess can mark two prep points to use&lt;br /&gt;
storage magic, which holds her kingdom&#039;s Tier+3 items or Treasure.&lt;br /&gt;
&lt;br /&gt;
Using prep points to take something means that it&#039;s been tucked away,&lt;br /&gt;
relatively safe and secure. If a princess has used up all of her prep points&lt;br /&gt;
but wants to grab something, then she&#039;s holding it in her hands. If she&lt;br /&gt;
wants to do anything she&#039;s probably going to have to put that thing down,&lt;br /&gt;
and then remember to pick it up again when she&#039;s done.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to take Treasure or specific items along on an affair&lt;br /&gt;
then mark one prep point for each item or point of Treasure carried.&lt;br /&gt;
However, unless the item is absolutely vital to the affair it&#039;s usually better&lt;br /&gt;
to just mark off the prep point at the moment you need the thing.&lt;br /&gt;
&lt;br /&gt;
=== Princess Magic ===&lt;br /&gt;
Princesses sometimes need a little more oomph than usual. The following&lt;br /&gt;
magical abilities cost prep points to use, and could be represented by a small&lt;br /&gt;
charm, a magic scroll or potion or other item, some extra preparatory study&lt;br /&gt;
done before the affair, or just the princess summoning extra power to pull off&lt;br /&gt;
a clutch move. If there&#039;s a number after the magic then that&#039;s how many prep&lt;br /&gt;
points it costs, otherwise it costs 1 prep point. If the princess is out of prep&lt;br /&gt;
points and wants to use magic it will cost her two Weight per prep point.&lt;br /&gt;
&lt;br /&gt;
Generally, most magic will add increased effect or +1d when used as part of&lt;br /&gt;
an action roll. If an additional prep point is used to make the magic fine&lt;br /&gt;
quality add both +1d and increased effect to the roll.&lt;br /&gt;
&lt;br /&gt;
If a princess wants to use magic that doesn&#039;t fit into any of these categories,&lt;br /&gt;
it&#039;s up to the GM as to whether she has access to that magic, how effective it&lt;br /&gt;
is, and how many prep points it will cost.&lt;br /&gt;
 &lt;br /&gt;
==== Shield (2) ====&lt;br /&gt;
Resist physical or magical damage, reducing harm by one level. Ineffective&lt;br /&gt;
against social harm. See Magic Shields (pg 76) for more details.&lt;br /&gt;
&lt;br /&gt;
==== Storage (2) ====&lt;br /&gt;
Some kind of pocket dimension, magic chest, or bag of holding situation.&lt;br /&gt;
Holds up to Tier+3 Treasure or items until the princess returns to her&lt;br /&gt;
kingdom. If Storage magic isn&#039;t used, each Treasure or item costs one prep&lt;br /&gt;
point to carry.&lt;br /&gt;
&lt;br /&gt;
==== Illusion ====&lt;br /&gt;
Create the image and/or sound of something, alter your own or someone&lt;br /&gt;
else&#039;s appearance, conjure magical lights or fireworks to distract or entertain.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Move fast, jump high, climb like a spider. At the GM&#039;s discretion this could&lt;br /&gt;
also include limited teleportation or flight.&lt;br /&gt;
&lt;br /&gt;
==== Divination ====&lt;br /&gt;
Reveal secrets about a person, object, or place, uncover hidden things, see the&lt;br /&gt;
possibilities that lie ahead, banish illusions.&lt;br /&gt;
&lt;br /&gt;
==== Elemental ====&lt;br /&gt;
Fire, water, air, earth, light, darkness; frontier princesses command them all.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After a kingdom affair is concluded, it&#039;s time for a break. The post-affair phase is divided into five segments, as follows:&lt;br /&gt;
# - Rewards Earned&lt;br /&gt;
# - Chaos Grows&lt;br /&gt;
# - Complications&lt;br /&gt;
# - Free Time Activities&lt;br /&gt;
#- Winding Down&lt;br /&gt;
&lt;br /&gt;
=== Rewards Earned ===&lt;br /&gt;
When a kingdom affair is successfully resolved, add 2 Standing. If the affair&lt;br /&gt;
involved a threat that was higher Tier than the kingdom, add +1 Standing&lt;br /&gt;
per Tier higher. If the threat was lower Tier than the kingdom then the&lt;br /&gt;
Standing reward is reduced by -1 per Tier lower (minimum zero).&lt;br /&gt;
If someone promised to pay the princesses they might be awarded Treasure&lt;br /&gt;
or receive other benefits. They might also have found Treasure during the&lt;br /&gt;
affair.&lt;br /&gt;
&lt;br /&gt;
Kingdom boons such as Trade Freedom or Highly Placed Friend will award&lt;br /&gt;
their bonuses during this step, and valuables such as treasure palace cores&lt;br /&gt;
may be exchanged for Treasure or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Grows ===&lt;br /&gt;
Chaos increases naturally over time, as wild magic gathers beyond the&lt;br /&gt;
borders. After every kingdom affair increase Chaos by 1. Discord and bad&lt;br /&gt;
moods also increases Chaos. For every group with which the kingdom has -3&lt;br /&gt;
relations, increase Chaos by 1. If time was spent in the wild lands during the&lt;br /&gt;
affair then Chaos increases at the following rates, depending on how the&lt;br /&gt;
princesses behaved:&lt;br /&gt;
&lt;br /&gt;
Quiet, calm and respectful; no fighting occurred: no extra Chaos.&lt;br /&gt;
&lt;br /&gt;
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.&lt;br /&gt;
&lt;br /&gt;
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.&lt;br /&gt;
&lt;br /&gt;
They just went crazy over there; constant rowdy fighting: +6 Chaos.&lt;br /&gt;
&lt;br /&gt;
Next, add Chaos from wild magic dice used and local wild magic surges:&lt;br /&gt;
&lt;br /&gt;
: 0-2: Mostly safe. No mechanical effect.&lt;br /&gt;
: 3-5: +2 Chaos&lt;br /&gt;
: 6-9: +4 Chaos&lt;br /&gt;
&lt;br /&gt;
Add an additional +1 Chaos for each wild magic dice/surge more than nine.&lt;br /&gt;
For example, if eight wild magic dice were used and four wild magic surges&lt;br /&gt;
occurred, the kingdom&#039;s Chaos would increase by +7.&lt;br /&gt;
If Chaos ever reaches ten, immediately reset it to zero, increase the&lt;br /&gt;
kingdom&#039;s Wild by 1, and trigger a wild magic surge. See the Chaos section&lt;br /&gt;
(pg 66) for more details.&lt;br /&gt;
&lt;br /&gt;
If a kingdom&#039;s Wild reaches 5 then the nearby wild lands have become&lt;br /&gt;
intensely chaotic and dangerous. This does not necessarily mean an&lt;br /&gt;
automatic failure on the part of the princesses, but their inability to calm and&lt;br /&gt;
counter the wild lands near their kingdom will certainly be noticed. They&lt;br /&gt;
should expect a visit from one of the factions, perhaps their patron, perhaps&lt;br /&gt;
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe&lt;br /&gt;
the Wandering Stars will arrive in one of their moving castles. Whoever it is&lt;br /&gt;
that shows up, they&#039;re not going to be particularly warm towards the&lt;br /&gt;
princesses. How things progress is up to the GM, but the freedoms of the&lt;br /&gt;
player princesses are likely to be restricted and their actions given stern&lt;br /&gt;
oversight.&lt;br /&gt;
&lt;br /&gt;
Keeping both Chaos and Wild low should be a high priority. Once Wild&lt;br /&gt;
rises there is no simple method to reduce it. It might be possible to lower&lt;br /&gt;
Wild via long term projects, but this will likely require considerable resources&lt;br /&gt;
and outside help. It&#039;s up to the GM as to what is required and who the&lt;br /&gt;
princesses will have to appeal to in order to get this done.&lt;br /&gt;
At the GM&#039;s discretion more out-there elements could also be covered.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
Being a princess is an involved affair. You&#039;ve got all these factions with all&lt;br /&gt;
their conflicting ideals, you&#039;ve got your neighbour kingdoms with all their&lt;br /&gt;
nonsense, you&#039;ve got rival princesses with all their drama, you&#039;ve got&lt;br /&gt;
elementals hammering against your borders, you&#039;ve got the wild lands where&lt;br /&gt;
literally anything could become a problem, you&#039;ve got subjects to protect and&lt;br /&gt;
parties to attend and—well, it&#039;s just a lot, is all. Frontier kingdoms in&lt;br /&gt;
particular come with more than their share of troubles, often unexpected.&lt;br /&gt;
Thus, complications.&lt;br /&gt;
&lt;br /&gt;
Once a kingdom affair has been resolved, successfully or unsuccessfully, after&lt;br /&gt;
Chaos has been determined and the princesses are just starting to feel like&lt;br /&gt;
they might have earned a nice bath, the GM generates a complication using&lt;br /&gt;
the following list. Roll 1d6; the GM can choose to take the face value, or add&lt;br /&gt;
the kingdom&#039;s Chaos to the roll. The roll can either be made in the open or&lt;br /&gt;
in secret, and the complication can take effect immediately or at an&lt;br /&gt;
appropriate moment later on.&lt;br /&gt;
&lt;br /&gt;
When faced with a complication, princesses can either ignore it or deal with&lt;br /&gt;
it. Ignoring a complication will often come with a cost (usually Treasure or&lt;br /&gt;
Standing), and it could lead to further problems down the line. Dealing with&lt;br /&gt;
a complication will often take a free time action, start a progress clock, or&lt;br /&gt;
require a kingdom affair to properly sort out. Delegating a complication to&lt;br /&gt;
someone else is also an option, such as a group of subjects. Good luck with&lt;br /&gt;
that.&lt;br /&gt;
&lt;br /&gt;
For more information on many of these complications please see the second&lt;br /&gt;
Frontier Kingdoms sourcebook, The Wild Frontier.&lt;br /&gt;
&lt;br /&gt;
==== Complication Roll Table ====&lt;br /&gt;
# Border Problems&lt;br /&gt;
# Something&#039;s Missing&lt;br /&gt;
# Local Trouble&lt;br /&gt;
# Unexpected Visitor&lt;br /&gt;
# Could You Possibly...&lt;br /&gt;
# Wild Nonsense&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Elementals Gathering&lt;br /&gt;
# Teleportation Circle Malfunction&lt;br /&gt;
# Monster Lair&lt;br /&gt;
# Living Dungeon&lt;br /&gt;
# Rogue Library&lt;br /&gt;
# Treasure Palace&lt;br /&gt;
#+ Destructive Surge&lt;br /&gt;
&lt;br /&gt;
;(1) Border Problems&lt;br /&gt;
Either the wild lands border, or the border to the tamed lands, or maybe even&lt;br /&gt;
a border with a neighbouring kingdom. Whichever border it is, there&#039;s some&lt;br /&gt;
kind of trouble happening there. Maybe monsters are gathering in the wild&lt;br /&gt;
lands, or there are some weird buildings or items manifesting out there, or&lt;br /&gt;
the shields are acting up. If it&#039;s one of your neighbouring frontier kingdoms&lt;br /&gt;
then maybe they need a favour, or they&#039;ve got a problem with something&lt;br /&gt;
you&#039;ve been doing, or they&#039;re just stirring up trouble. Maybe they think that&lt;br /&gt;
you&#039;ve been moving the border shields to take over THEIR land—or maybe&lt;br /&gt;
they&#039;ve been shifting the border shields to take over YOUR land.&lt;br /&gt;
&lt;br /&gt;
;(2) Something&#039;s Missing&lt;br /&gt;
Maybe it&#039;s a subject, maybe it&#039;s the bakery, maybe it&#039;s your favourite hairclip.&lt;br /&gt;
Questions that might be asked include, who took it? Where was it taken?&lt;br /&gt;
How can we find it?&lt;br /&gt;
If this problem is ignored, the missing thing might just turn up on its own.&lt;br /&gt;
Then again, the princesses might not enjoy just where and how the thing&lt;br /&gt;
appears...&lt;br /&gt;
&lt;br /&gt;
;(3) Local Trouble&lt;br /&gt;
Someone in the kingdom is causing trouble. This could be one of the player&lt;br /&gt;
princesses, it could be some of your subjects or an expert or some other&lt;br /&gt;
personality within the kingdom. Questions to ask include, who&#039;s being&lt;br /&gt;
troubled? How serious is it? What can we do to fix it or apologise? Who is in&lt;br /&gt;
the right here?&lt;br /&gt;
&lt;br /&gt;
;(4) Unexpected Visitor&lt;br /&gt;
It might be someone you&#039;re happy to see, or the last person you wanted to&lt;br /&gt;
turn up at your castle door. The GM might like to make a fortune roll to see&lt;br /&gt;
how welcome the visitor is. It could be a faction representative, or a group of&lt;br /&gt;
adventurers wanting to camp in your kingdom to do some wild land&lt;br /&gt;
exploration. Maybe a group of wandering princesses have arrived in their&lt;br /&gt;
travelling castle, parking in the nearby wild lands to calm a severely chaotic&lt;br /&gt;
area. It could be a group of Silver Masks hunting down a particularly&lt;br /&gt;
dangerous elemental, it could be that nice princess you met at a party&lt;br /&gt;
stopping by for a visit, it could just be your rival again, here to mess with your&lt;br /&gt;
biz. Whoever or whatever it is, they&#039;re not making things any simpler by&lt;br /&gt;
being here.&lt;br /&gt;
&lt;br /&gt;
;(5) Could You Possibly...&lt;br /&gt;
Someone needs a favour. It&#039;s probably your patron, or a faction that you have&lt;br /&gt;
positive relations with, but then again it might be one that you don&#039;t get&lt;br /&gt;
along with, or one you haven&#039;t had dealings with before. Refusing this&lt;br /&gt;
request will either cost Standing equal to the Tier of the faction or group&lt;br /&gt;
making the request, or lower your relations with them by one.&lt;br /&gt;
Questions to ask include, what is the favour? Why are they coming to you? Is&lt;br /&gt;
this something only you can do? Are you going to be rewarded for it?&lt;br /&gt;
&lt;br /&gt;
;(6) Wild Nonsense&lt;br /&gt;
Living right next to the wild lands comes with its own set of challenges. The&lt;br /&gt;
raw magic in the area can manifest in all sorts of ways. Maybe there&#039;s a sort&lt;br /&gt;
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,&lt;br /&gt;
claiming to be nice and begging for refuge. Maybe it&#039;s just regular monsters,&lt;br /&gt;
rampaging around and being a nuisance. Maybe all the sheep in the kingdom&lt;br /&gt;
have started chanting about taxation without representation.&lt;br /&gt;
Whatever it is, it&#039;s up to the princesses to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
; (7/9) Teleportation Circle Malfunction&lt;br /&gt;
This thing again. Out near the border teleportation circles often act up, due&lt;br /&gt;
to wild magic interfering with their function. Generally a problem with the&lt;br /&gt;
circle means that it just can&#039;t be used, although the malfunction might be&lt;br /&gt;
more complicated than that, zapping people to random kingdoms or way out&lt;br /&gt;
into the wild lands, or maybe even bringing things through that the&lt;br /&gt;
princesses then have to deal with.&lt;br /&gt;
Solutions to teleportation circle problems might involve free time actions&lt;br /&gt;
spent investigating/fixing, or Reaching Out to the Teleportation&lt;br /&gt;
Administration for their expert help. If this complication isn&#039;t dealt with&lt;br /&gt;
then the princesses are going to have a hard time travelling anywhere that&lt;br /&gt;
isn&#039;t very local. In addition, teleportation circle problems have the tendency&lt;br /&gt;
to escalate exponentially. Better dealt with sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
;(8) Elementals Gathering&lt;br /&gt;
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes&lt;br /&gt;
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a&lt;br /&gt;
particularly sunny day, and then that twig or whatever attracts more wild&lt;br /&gt;
magic, and before you know it you&#039;ve got an elemental on your hands.&lt;br /&gt;
Elementals tend to grow exponentially, especially once they&#039;re big enough to&lt;br /&gt;
start moving around on their own. They tend to be simple creatures, not&lt;br /&gt;
focused on anything but seeking out more magic to feed on. Know what&#039;s a&lt;br /&gt;
tasty snack that&#039;s just bursting with magic? Frontier kingdom border shields.&lt;br /&gt;
So now you&#039;ve got at least one elemental at your border, its Tier at least equal&lt;br /&gt;
to the local Wild, feasting on the magic from the shields. Someone&#039;s&lt;br /&gt;
probably going to have to do something about that.&lt;br /&gt;
&lt;br /&gt;
;(10) Monster Lair&lt;br /&gt;
Monster lairs just pop up everywhere in Princess World, like enormous&lt;br /&gt;
malignant toadstools. Even in the tamed lands they&#039;re a problem. Anyway,&lt;br /&gt;
one has appeared in your kingdom. The GM decides just what kind of&lt;br /&gt;
monsters they are and how big the monster lair is. On the positive side of&lt;br /&gt;
things, monster lairs usually have Treasure inside.&lt;br /&gt;
Questions to ask include, who first spotted the lair? What have the monsters&lt;br /&gt;
done already? Can they be reasoned with? Where did the lair pop up? How&lt;br /&gt;
do the subjects feel about this?&lt;br /&gt;
&lt;br /&gt;
;(11) Living Dungeon&lt;br /&gt;
Living dungeons aren&#039;t actually alive, even if they do move around and&lt;br /&gt;
sometimes breathe and talk. They&#039;re not necessarily bad either, although&lt;br /&gt;
they&#039;re often filled with monsters or rebel princesses seeking shelter. There&#039;s&lt;br /&gt;
usually Treasure in a dungeon, along with a relic or two. They also have a&lt;br /&gt;
dungeon heart, which can be anything from a person to an item to an actual&lt;br /&gt;
giant heart. Sometimes you can talk to a dungeon&#039;s heart, if you reach it, and&lt;br /&gt;
ask it questions, or request a boon, or just have a nice chat.&lt;br /&gt;
&lt;br /&gt;
Living dungeons have a Tier, although it&#039;s not related to your kingdom&#039;s&lt;br /&gt;
Wild. Roll fortune if you like, and take that as the dungeon&#039;s Tier. This&lt;br /&gt;
determines how big the dungeon is, and possibly also how confusing its&lt;br /&gt;
layout is, how deadly and baffling its traps, and how dangerous its denizens.&lt;br /&gt;
Questions to ask include, did the dungeon just arrive nearby or was it&lt;br /&gt;
uncovered? What does it look like? Is it causing any problems? Has anyone&lt;br /&gt;
taken an interest in it?&lt;br /&gt;
&lt;br /&gt;
;(12) Rogue Library&lt;br /&gt;
Rogue libraries are off-limits to frontier princesses. Well above your level of&lt;br /&gt;
expertise, just far too much for you to handle. So if one pops up in the nearby&lt;br /&gt;
wild lands, as appears to have just happened, I recommend that you just&lt;br /&gt;
spend a free time action Reaching Out to the Universal Librarians and be&lt;br /&gt;
done with it, that&#039;s the sensible course of action here.&lt;br /&gt;
&lt;br /&gt;
However. Should a princess desire knowledge—perhaps seeking the answer&lt;br /&gt;
to a tricky question, or looking for dirt on their rivals, or hoping for books&lt;br /&gt;
related to their indulgence or a long term project—then she might dare to&lt;br /&gt;
enter the rogue library. Doing so is definitely going to be a challenge, with&lt;br /&gt;
the library&#039;s Tier being at least the kingdom&#039;s Wild and most likely higher.&lt;br /&gt;
It&#039;s very easy to destabilise a rogue library, too, and they&#039;re always filled with&lt;br /&gt;
traps and puzzles and often timey-wimey nonsense. If a rogue library&lt;br /&gt;
destabilises while you&#039;re still inside it then you could easily end up halfway&lt;br /&gt;
across Princess World, deep in the wild lands with no clear path home.&lt;br /&gt;
Perhaps worse, if the Universal Librarians figure out that you were&lt;br /&gt;
responsible for messing up a rogue library then a drop in relations is just&lt;br /&gt;
going to be the start of your problems.&lt;br /&gt;
&lt;br /&gt;
Still, all that tempting information is just there. Hard to resist the allure of&lt;br /&gt;
knowledge, isn&#039;t it, princess.&lt;br /&gt;
&lt;br /&gt;
;(13) Treasure Palace&lt;br /&gt;
Excitingly, a treasure palace has appeared in the wilds near the kingdom&#039;s&lt;br /&gt;
border. It&#039;s a big one, too, the Tier at least the kingdom&#039;s Wild+1. Ignoring&lt;br /&gt;
this won&#039;t come with any negative effects, but if you can get inside the palace&lt;br /&gt;
quick enough you might be able to snag the core—plus whatever other&lt;br /&gt;
treasure is inside. On the other hand treasure palaces are pretty much always&lt;br /&gt;
crawling with elementals and other monsters. You might also have to&lt;br /&gt;
contend with other treasure hunters. Your rivals from the next kingdom over&lt;br /&gt;
have almost certainly noticed it too. So what are you gonna do, princess?&lt;br /&gt;
&lt;br /&gt;
;(14+) Destructive Surge&lt;br /&gt;
Oh dear. The wild magic around the kingdom has just gone absolutely&lt;br /&gt;
bonkers. This isn&#039;t a normal wild magic surge, this is something much worse.&lt;br /&gt;
Maybe it&#039;s a massively destructive storm, or explosions of glowing energy, or&lt;br /&gt;
an enormous elemental. Questions include, what form does the surge take?&lt;br /&gt;
What damage has it done already? Who can we ask to help us?&lt;br /&gt;
In any case, the GM should choose a consequence or make a fortune roll:&lt;br /&gt;
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)&lt;br /&gt;
: 4/5: -1 Shield (the surge severely damages your border shields)&lt;br /&gt;
: 6: -4 Standing or -1 relations with a faction (your kingdom&#039;s reputation&lt;br /&gt;
suffers)&lt;br /&gt;
&lt;br /&gt;
== Free Time ==&lt;br /&gt;
Princesses aren&#039;t just all work work work, you know. In between dealing with kingdom affairs they sometimes manage to grab a few precious hours of free&lt;br /&gt;
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.&lt;br /&gt;
&lt;br /&gt;
During a free time phase each princess may take up to two actions, unless their kingdom is at war (has -3 relations with a group), in which case they may only&lt;br /&gt;
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn&#039;t take part in the kingdom affair then she might get an additional&lt;br /&gt;
free time action, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.&lt;br /&gt;
&lt;br /&gt;
=== Calm The Wilds ===&lt;br /&gt;
Any princess can attempt to reduce the level of Chaos and wild magic near&lt;br /&gt;
the kingdom&#039;s border. Describe how you are acting to reduce chaos and calm&lt;br /&gt;
things down, then make an action roll. Reduce Chaos according to the result:&lt;br /&gt;
: 1-3: -1 Chaos&lt;br /&gt;
: 4/5: -2 Chaos&lt;br /&gt;
: 6: -3 Chaos&lt;br /&gt;
: Critical: -5 Chaos&lt;br /&gt;
Taking a Calm The Wilds action also removes one tick from the Elementals&lt;br /&gt;
&amp;amp; Monsters relations clock.&lt;br /&gt;
Calm The Wilds rolls may not be escalated.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
When you train, mark XP in a core trait or Heart and describe what you&#039;re&lt;br /&gt;
doing to improve yourself.&lt;br /&gt;
&lt;br /&gt;
=== Borrow Something Special ===&lt;br /&gt;
Using this action allows the princess to either borrow one special item for&lt;br /&gt;
herself, or to equip a subject group with common items. For example, she&lt;br /&gt;
might know that the next kingdom affair will involve an extended trek into&lt;br /&gt;
the wild lands to search for a missing girl, and so request protective&lt;br /&gt;
equipment for the search party. Or she might want something special for&lt;br /&gt;
herself, maybe an anti-elemental weapon or charm.&lt;br /&gt;
&lt;br /&gt;
When using this action, roll the kingdom&#039;s Tier. The result indicates the&lt;br /&gt;
quality of the item you&#039;re borrowing, using the kingdom&#039;s Tier as a base. On&lt;br /&gt;
a partial success, an item of the kingdom&#039;s Tier has been borrowed. On a full&lt;br /&gt;
success, add one to the item&#039;s quality. On a crit, add two to the item&#039;s quality.&lt;br /&gt;
On a miss, the item is not available. The princess may spend Treasure in&lt;br /&gt;
order to increase the result of the roll by one per Treasure spent (eg a failure&lt;br /&gt;
becomes a partial success, partial success becomes full success). Note that a&lt;br /&gt;
prep point must be spent to have this item during an affair.&lt;br /&gt;
&lt;br /&gt;
=== Indulge Indulgence ===&lt;br /&gt;
By spending a free time action the princess may roll a number of dice equal&lt;br /&gt;
to the core trait associated with their indulgence, and subtract the highest&lt;br /&gt;
result from their Weight. Note that this is always a d6 roll, and cannot be&lt;br /&gt;
escalated.&lt;br /&gt;
&lt;br /&gt;
If the result of an indulgence action clears more Weight than the princess has&lt;br /&gt;
accumulated then she has fallen into obsession. Choose one negative&lt;br /&gt;
consequence:&lt;br /&gt;
&lt;br /&gt;
;Overspent: &lt;br /&gt;
You&#039;ve accidentally spent too much money on your indulgence. Pay one Treasure.&lt;br /&gt;
&lt;br /&gt;
;Stayed Up Late: &lt;br /&gt;
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm &#039;drained&#039;. If you already have &#039;drained&#039; then take the level 2 harm &#039;exhausted&#039;. These harms cannot be resisted, and cannot&lt;br /&gt;
be removed until after the next kingdom affair.&lt;br /&gt;
What Day Is It: You&#039;re so focused on your indulgence that you lose track of&lt;br /&gt;
time. Either spend an additional free time action or miss the next kingdom&lt;br /&gt;
affair (in which case you must play a different character, or else sit it out&lt;br /&gt;
entirely).&lt;br /&gt;
&lt;br /&gt;
;Attract Attention: &lt;br /&gt;
And not the kind you&#039;d want. The strength of your passion&lt;br /&gt;
for this indulgence has made your kingdom a target, either from the wild&lt;br /&gt;
lands or somewhere else. Increase the kingdom&#039;s Chaos by +2.&lt;br /&gt;
&lt;br /&gt;
;Manifestation: &lt;br /&gt;
Princess obsessions can take on physical form. The very spirit&lt;br /&gt;
of your indulgence is following you now, and it&#039;s very distracting.&lt;br /&gt;
&lt;br /&gt;
;It&#039;s Complicated: &lt;br /&gt;
Roll a new complication, from the chart in the Complications&lt;br /&gt;
section (page 85), with a d6 (don&#039;t add Chaos). It&#039;s probably something&lt;br /&gt;
&lt;br /&gt;
=== Reach Out ===&lt;br /&gt;
There are a lot of things, in this Princess World, that are beyond the&lt;br /&gt;
capabilities of a small unimportant group of frontier princesses. Some clocks&lt;br /&gt;
just can&#039;t be directly influenced by a princess&#039;s actions under normal&lt;br /&gt;
circumstances. It&#039;s only the machinations of factions that can change the&lt;br /&gt;
course of things.&lt;br /&gt;
&lt;br /&gt;
However, you should never underestimate the power of a well-worded letter,&lt;br /&gt;
or a perfectly timed meet cute, or a productive afternoon of tea and scones&lt;br /&gt;
and agendas. With the Reach Out free time action princesses can attempt to&lt;br /&gt;
sway a faction, another kingdom, or an Important Person one way or the&lt;br /&gt;
other towards those big picture clocks and their kingdom-affecting&lt;br /&gt;
consequences. Describe how your princess is acting to influence, then roll an&lt;br /&gt;
aspect. The GM will set effect based on relations with that faction, Tiers, and&lt;br /&gt;
the appropriateness of your aspect and approach. On achieving a standard&lt;br /&gt;
effect or better you&#039;ve successfully swayed the representative towards your&lt;br /&gt;
way of thinking. That faction will, regarding this one matter, lean the way&lt;br /&gt;
you want. If a limited effect is achieved then something else will have to be&lt;br /&gt;
done. Maybe another free time action will have to be spent, or Treasure or&lt;br /&gt;
Standing, or a promise will have to be made.&lt;br /&gt;
&lt;br /&gt;
Factions will generally only change their position on an issue by one order of&lt;br /&gt;
magnitude at a time. That is, if a faction supports or is opposed to an issue&lt;br /&gt;
then a successful Reach Out action will change their position to neutral. If a&lt;br /&gt;
faction is neutral on an issue then a successful Reach Out action will push&lt;br /&gt;
them into supporting or opposing the matter.&lt;br /&gt;
&lt;br /&gt;
If a princess achieves a standard effect on a Reach Out action, the faction&#039;s&lt;br /&gt;
position will change for the length of this session. If the princess achieved a&lt;br /&gt;
greater or higher level of effect then the faction&#039;s position will change&lt;br /&gt;
permanently, or at least until something significant happens.&lt;br /&gt;
&lt;br /&gt;
It might take more than a single action to change a faction&#039;s position on an&lt;br /&gt;
issue. In that case the GM should create a clock, with successful Reach Out&lt;br /&gt;
actions filling in segments according to the level of effect. Once the clock is&lt;br /&gt;
filled, that faction will change its stance.&lt;br /&gt;
&lt;br /&gt;
You may push yourself on a Reach Out action by spending Standing instead&lt;br /&gt;
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2&lt;br /&gt;
Weight you could increase effect by two levels, or add two extra dice to the&lt;br /&gt;
roll, or add one extra dice and also increase effect by one level.&lt;br /&gt;
&lt;br /&gt;
;Improving Relations&lt;br /&gt;
Reach Out can be used to improve relations with a faction, another kingdom,&lt;br /&gt;
or a single Important Person. In that case the level of effect achieved by this&lt;br /&gt;
action translates to ticks on that group&#039;s relations clock.&lt;br /&gt;
personal and related to your indulgence. Whether you get the other&lt;br /&gt;
princesses involved or not is up to you.&lt;br /&gt;
&lt;br /&gt;
;Requesting Financial Support&lt;br /&gt;
Reach Out actions can also be used to exchange Standing for Treasure.&lt;br /&gt;
Reduce Standing by two, choose the faction you&#039;re targeting, and roll an&lt;br /&gt;
appropriate aspect. Your kingdom&#039;s Tier measured against the faction&#039;s Tier&lt;br /&gt;
(modified by relations) determines your base level of effect. For example, if&lt;br /&gt;
your kingdom&#039;s Tier is 1 and the faction&#039;s Tier is 3, and you have +1 relations&lt;br /&gt;
with that faction, then your base level of effect is limited. Remember that you&lt;br /&gt;
can spend extra Standing to push yourself on this roll, as well as marking&lt;br /&gt;
Weight. You can also trade position for effect, or even escalate the action. Of&lt;br /&gt;
course both of those options carry potential consequences, but being a&lt;br /&gt;
frontier princess is all about taking risks to get what you need.&lt;br /&gt;
Any given frontier kingdom may only request financial support once per&lt;br /&gt;
faction per session. If you want to do it more than once then you&#039;re going to&lt;br /&gt;
have to target a different faction each time. This applies regardless of success&lt;br /&gt;
or failure.&lt;br /&gt;
&lt;br /&gt;
On a fumble you receive no Treasure, and have annoyed the faction with your&lt;br /&gt;
request or otherwise damaged relations with them. Reduce relations with&lt;br /&gt;
that faction by -1. This consequence may be resisted.&lt;br /&gt;
&lt;br /&gt;
: On a failure you receive one Treasure.&lt;br /&gt;
: On a partial success you receive up to two Treasure.&lt;br /&gt;
: On a full success you receive up to three Treasure.&lt;br /&gt;
: On a critical success you receive up to five Treasure.&lt;br /&gt;
&lt;br /&gt;
Increased (or reduced) effect on this action equates to a greater or lesser&lt;br /&gt;
amount of received Treasure; plus or minus one per level of effect.&lt;br /&gt;
The maximum amount of Treasure that can be gained by this action is equal&lt;br /&gt;
to the faction&#039;s Tier. For example, if the faction&#039;s Tier is two and you roll a&lt;br /&gt;
critical success then you receive two Treasure, not five.&lt;br /&gt;
&lt;br /&gt;
=== Recover ===&lt;br /&gt;
Like it or not, frontier life comes with its share of injuries. Fortunately,&lt;br /&gt;
princesses naturally recover quickly and as such may always take one recover&lt;br /&gt;
action per free time period without spending an action. Make a roll using&lt;br /&gt;
Tough, applying all bonuses from the kingdom and other sources. (So if the&lt;br /&gt;
kingdom has the Healing Breeze boon and a princess with the Healer special&lt;br /&gt;
ability, during each free time period all princesses would roll to recover using&lt;br /&gt;
their Tough aspect with +1d from Healer and +1d and increased effect from&lt;br /&gt;
Healing Breeze, for a total of +2d and increased effect.)&lt;br /&gt;
&lt;br /&gt;
If a princess has more harm to heal after this then they may spend a free&lt;br /&gt;
time action to further recover. If you have an expert, subject group, or fellow&lt;br /&gt;
princess who can provide treatment then roll with their quality or an&lt;br /&gt;
appropriate aspect. If you don&#039;t have anyone to heal you, roll using your&lt;br /&gt;
Tough with reduced effect. Based on the result mark ticks on your healing&lt;br /&gt;
clock:&lt;br /&gt;
&lt;br /&gt;
: 1-3: One segment &lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
:Crit: Four segments&lt;br /&gt;
&lt;br /&gt;
When you fill your healing clock, reduce each instance of harm on your sheet&lt;br /&gt;
by one level then clear the clock. If you have more segments to mark, they&lt;br /&gt;
roll over. If there&#039;s no more harm to heal you should still mark any overheal,&lt;br /&gt;
and use them in the next recover roll the princess makes.&lt;br /&gt;
&lt;br /&gt;
You may heal yourself if you have the Healer special ability.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s the recovering character that takes the recovery action. Healing&lt;br /&gt;
someone else does not cost a free time action for the healer.&lt;br /&gt;
Example: Stella has the level 3 harm &#039;broken arm&#039; as well as the level 1 harms&lt;br /&gt;
&#039;drained&#039; and &#039;bloody nose&#039;. After filling her healing clock, she removes both level 1&lt;br /&gt;
harms and reduces her level 3 &#039;broken arm&#039; to a level 2 &#039;arm in cast&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Take A Break ===&lt;br /&gt;
Sometimes you don&#039;t want to do anything at all during your free time,&lt;br /&gt;
despite everything that&#039;s going on in the kingdom. Sometimes you want your&lt;br /&gt;
free time to be, you know, free time.&lt;br /&gt;
&lt;br /&gt;
Taking this action means you&#039;re not doing anything in particular, or maybe&lt;br /&gt;
you are, but it&#039;s certainly nothing productive. Feel free to describe what you&#039;re&lt;br /&gt;
doing, or not doing.&lt;br /&gt;
&lt;br /&gt;
When you take a break, mark one segment in your healing clock and clear&lt;br /&gt;
one Weight.&lt;br /&gt;
&lt;br /&gt;
Taking a break does not count as indulging your indulgence.&lt;br /&gt;
&lt;br /&gt;
=== Long Term Projects ===&lt;br /&gt;
When you work on a long term project describe what your character does to&lt;br /&gt;
advance the project clock, and roll one of your aspects. Mark segments on the&lt;br /&gt;
clock according to your result:&lt;br /&gt;
: 1-3: One segment&lt;br /&gt;
: 4/5: Two segments&lt;br /&gt;
: 6: Three segments &lt;br /&gt;
: Crit: Five segments&lt;br /&gt;
&lt;br /&gt;
A long term project can cover a wide variety of activities, such as researching&lt;br /&gt;
magical artefacts, investigating a mystery, improving relations, writing&lt;br /&gt;
reports, changing your character&#039;s indulgence, filling party clocks, and so on.&lt;br /&gt;
Based on the goal of the project, the GM will tell you the clock(s) to create&lt;br /&gt;
and suggest a method by which you might make progress. They will also tell&lt;br /&gt;
you any costs involved, and what special things you might need to advance.&lt;br /&gt;
In order to work on a project you might first have to achieve the means to&lt;br /&gt;
pursue it, which can be a project in itself. For example, you might want to&lt;br /&gt;
make friends with a member of a certain faction, but you have no connection&lt;br /&gt;
to them. You could first work on a project to attend parties where you might&lt;br /&gt;
have the opportunity to make that first contact. Once that&#039;s accomplished,&lt;br /&gt;
you could start a new project to form a friendly relationship.&lt;br /&gt;
&lt;br /&gt;
At the GM&#039;s discretion a long term project could add an improvement to the&lt;br /&gt;
kingdom, but this will likely require large or multiple clocks and special&lt;br /&gt;
resources as well as a significant amount of Treasure. You might also need to&lt;br /&gt;
involve a faction, which would require Reach Out actions.&lt;br /&gt;
&lt;br /&gt;
==== Reports ====&lt;br /&gt;
Part of being a frontier princess is reporting back to your patron faction. Your&lt;br /&gt;
focus will help determine what sort of reports you might be expected to&lt;br /&gt;
write. Magic Researchers in particular are expected to submit regular reports&lt;br /&gt;
on relics and phenomenon they&#039;ve researched. Treasure Guardians might&lt;br /&gt;
write reports on treasures they&#039;ve found or locations they&#039;ve looted, Wild&lt;br /&gt;
Claimers might write reports about steps they&#039;ve taken to improve their&lt;br /&gt;
kingdom, Social Climbers might write post-action reports on parties, and&lt;br /&gt;
Monster Hunters might write journals of their adventurous hunts.&lt;br /&gt;
When writing a report create a four segment clock and use relevant actions&lt;br /&gt;
to fill it (Bookworm and Sensible are always useful for report writing, but&lt;br /&gt;
other aspects might also be effective). Filling one report clock creates a basic&lt;br /&gt;
report of quality 0. Each additional four segment clock that is filled increases&lt;br /&gt;
the report&#039;s quality by one.&lt;br /&gt;
&lt;br /&gt;
When a report is submitted, roll its quality. Add ticks to the faction relations&lt;br /&gt;
clock according to the level of success, and an additional tick for each level of&lt;br /&gt;
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note&lt;br /&gt;
that neither Tier nor relations are factors here. If the GM is amenable then&lt;br /&gt;
Standing, Treasure, Kingdom XP, or other rewards could also be given.&lt;br /&gt;
&lt;br /&gt;
For example, a group of princesses have worked hard and put together a&lt;br /&gt;
quality 2 report. After submitting the report they roll two dice, getting a one&lt;br /&gt;
and a five. Four ticks are added to the relations clock with their patron&lt;br /&gt;
faction; two for the dice result, and two for the quality of the report.&lt;br /&gt;
&lt;br /&gt;
==== Investigate ====&lt;br /&gt;
Princesses often need to research things, or get the hot gossip on a kingdom&lt;br /&gt;
or faction, or use magic to look into the nearby wild lands—perhaps&lt;br /&gt;
searching for something in particular, perhaps just making sure there aren&#039;t&lt;br /&gt;
any nasty surprises out there.&lt;br /&gt;
&lt;br /&gt;
If a princess wants information on something, she can use a free time action&lt;br /&gt;
to Investigate. She should name her subject of inquiry, describe how she&#039;s&lt;br /&gt;
investigating, and roll an appropriate aspect; Bookworm is the go-to research&lt;br /&gt;
aspect, while Weird and maybe Nosy are suitable aspects for magical&lt;br /&gt;
divination. If the princess is using some sort of device to help her then&lt;br /&gt;
Tinker might be appropriate. If she&#039;s questioning her contacts then a social&lt;br /&gt;
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into&lt;br /&gt;
play, especially if the thing has defences against divination or is particularly&lt;br /&gt;
esoteric. Ultimately it&#039;s up to the GM to determine how effective the&lt;br /&gt;
princess&#039;s approach might be. Princesses may push themselves, escalate, trade&lt;br /&gt;
position and so on to increase their effect on this roll.&lt;br /&gt;
&lt;br /&gt;
Success awards hold; one for limited effect, two for standard, three for great.&lt;br /&gt;
Princesses may use hold at any time to ask a question about their subject of&lt;br /&gt;
inquiry, which the GM should answer honestly. If the information gained&lt;br /&gt;
from these questions can be applied within the context of an action the&lt;br /&gt;
princess might gain improved position or increased effect, or an extra dice in&lt;br /&gt;
the case of an engagement roll.&lt;br /&gt;
&lt;br /&gt;
Sometimes an investigation is too big to handle with a single action. In that&lt;br /&gt;
case the GM will create a long term project clock. Once it&#039;s filled the&lt;br /&gt;
princess will gain either two or three hold on the subject; GM&#039;s choice.&lt;br /&gt;
Example: The princesses have discovered a monster lair in the nearby wild lands,&lt;br /&gt;
in an area that also contains things they need for a long term project. One of the&lt;br /&gt;
princesses decides to Investigate the monster lair, rolling with Nosy to represent her&lt;br /&gt;
efforts; she&#039;s using magical divination and also poking around in the nearby area&lt;br /&gt;
to see what she turns up. The GM decides that this action will have a standard&lt;br /&gt;
effect. She gets a partial success on her roll, which the GM judges to be a limited&lt;br /&gt;
effect unless the princess pays two Weight to push it into standard. The princess&lt;br /&gt;
decides to just take the limited effect and gets one hold on the monster lair, which&lt;br /&gt;
she uses immediately to ask &amp;quot;What weakness does the lair have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example: The princesses are having trouble with a neighbouring kingdom. One&lt;br /&gt;
princess decides to Investigate to try to dig up any dirt on them. She rolls using&lt;br /&gt;
Bookworm, and describes the action as her princess going through official faction&lt;br /&gt;
records, newspapers, party reports, anything publicly available. The GM decides&lt;br /&gt;
that this approach will have a limited effect—the princess just isn&#039;t likely to turn&lt;br /&gt;
up anything juicy. However, she manages to get a critical success on her roll, and so&lt;br /&gt;
the GM judges her efforts to have a standard effect. Somehow the princess read&lt;br /&gt;
between the lines and connected a bunch of dots, and now has two hold to spend&lt;br /&gt;
asking questions about this particular kingdom&#039;s less wholesome elements.&lt;br /&gt;
&lt;br /&gt;
== Winding Down ==&lt;br /&gt;
The days of a frontier princess are just packed, this is true. Even her so-called &#039;free time&#039; is usually spent doing things to help grow her kingdom, or just stop it from collapsing. But, you know, there are times you have to say, no, I don&#039;t care how much work there is to do, I&#039;m stealing ten minutes and just simply&lt;br /&gt;
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle&#039;s balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you&#039;ll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,&lt;br /&gt;
share some memories of your academy days, talk about your hopes and dreams and what you all might do once this is all over. And then, of course, inevitably,&lt;br /&gt;
you&#039;ll all get back to work.&lt;br /&gt;
&lt;br /&gt;
The Winding Down segment and downtime discussions offer a chance for you princesses to relax for a moment, to unwind a little, to learn about each other,&lt;br /&gt;
and perhaps even yourselves.&lt;br /&gt;
&lt;br /&gt;
=== Downtime Discussions ===&lt;br /&gt;
Downtime discussions take place while the princesses are (theoretically)&lt;br /&gt;
relaxing, perhaps spending a few minutes watching the sun set together, or as&lt;br /&gt;
they all share an evening meal, or at night in between plans for the following&lt;br /&gt;
day. Downtime discussions can be about anything, but on the following pages&lt;br /&gt;
there are some prompts to kick things off. Pick one or roll for it, then chat&lt;br /&gt;
amongst yourselves. Alternately everyone involved could roll or pick&lt;br /&gt;
something they&#039;d like to talk about, and you could play out a scene involving&lt;br /&gt;
everyone&#039;s choices.&lt;br /&gt;
&lt;br /&gt;
Once the discussion has finished everyone involved should decide if it was a&lt;br /&gt;
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,&lt;br /&gt;
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for&lt;br /&gt;
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice&lt;br /&gt;
simultaneously, then marks XP in whatever they revealed. If everyone&lt;br /&gt;
revealed the same choice, also mark Kingdom XP.&lt;br /&gt;
&lt;br /&gt;
Unfortunately time ticks on, and the precious minutes you stole to just sit&lt;br /&gt;
around chatting have passed. How indulgent! How unproductive! Back to&lt;br /&gt;
work, princess, or perhaps time to sleep. You&#039;ll have to wait until the next&lt;br /&gt;
session to have another downtime discussion, unless everyone who wants to&lt;br /&gt;
keep chatting marks Weight for shirking duties or staying up past bedtimes.&lt;br /&gt;
In that case go ahead and pick something else to talk about, or roll again on&lt;br /&gt;
the table, and afterwards mark XP again.&lt;br /&gt;
&lt;br /&gt;
Although downtime discussions usually take place during the post-affair&lt;br /&gt;
phase, they could also pop up before or even during the session&#039;s kingdom&lt;br /&gt;
affair. Whenever you&#039;ve all got a moment to just chat, really. No matter when&lt;br /&gt;
they occur, you only get XP for a downtime discussion once per session&lt;br /&gt;
unless you pay Weight.&lt;br /&gt;
&lt;br /&gt;
==== Beliefs ====&lt;br /&gt;
Frontier princesses live busy lives full of pressing demands and heavy&lt;br /&gt;
responsibility, with hard decisions to make every day. In such a mercurial and&lt;br /&gt;
stressful life it&#039;s common to form beliefs, solid things that a princess can hold&lt;br /&gt;
on to in the midst of chaos and confusion.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be about yourself, another princess, your kingdom, one of the&lt;br /&gt;
factions, an individual, an aspect of the world such as elementals or monsters,&lt;br /&gt;
other kingdoms, your speciality, a personal code of honour or motto, or&lt;br /&gt;
anything else you might come up with.&lt;br /&gt;
&lt;br /&gt;
Princesses can form beliefs at any time during a session, but the Winding&lt;br /&gt;
Down phase is often when they&#039;re solidified.&lt;br /&gt;
&lt;br /&gt;
When you form a new belief, write it down. It might be something like &amp;quot;I&lt;br /&gt;
can rely on my fellow princesses&amp;quot; or &amp;quot;Our patron faction doesn&#039;t care about&lt;br /&gt;
us&amp;quot; or &amp;quot;My kingdom is worth fighting for&amp;quot; or &amp;quot;I have to protect her&amp;quot; or &amp;quot;We&lt;br /&gt;
can&#039;t trust our neighbours&amp;quot; or &amp;quot;I really like ducks.&amp;quot; In general, avoid&lt;br /&gt;
beginning beliefs with phrases like &#039;I feel&#039; or &#039;I think&#039;. If it&#039;s a belief, it&#039;s&lt;br /&gt;
something that your princess is 100% about. Too solid to doubt.&lt;br /&gt;
&lt;br /&gt;
You may form one new belief in each session. Your first belief comes without&lt;br /&gt;
cost, but mark Weight for each subsequent belief you form. It&#039;s not a light&lt;br /&gt;
thing, to believe so many things so strongly.&lt;br /&gt;
&lt;br /&gt;
Instead of forming a new belief you can alter an existing belief. Maybe&lt;br /&gt;
something has changed, or your thinking has shifted. Altering a belief does&lt;br /&gt;
not cost Weight.&lt;br /&gt;
&lt;br /&gt;
If you act on a belief as part of an action, you may push yourself once without&lt;br /&gt;
paying Weight.&lt;br /&gt;
&lt;br /&gt;
At the end of each session, during the advancement phase, if you formed or&lt;br /&gt;
acted on a belief then mark XP, or two XP if it happened multiple times or in&lt;br /&gt;
a dramatic way.&lt;br /&gt;
&lt;br /&gt;
Sometimes a belief will be shattered. It&#039;s all part of life and growth as a&lt;br /&gt;
frontier princess. If you can no longer believe something then cross out the&lt;br /&gt;
belief, mark Weight, and also mark Heart XP.&lt;br /&gt;
&lt;br /&gt;
If one of your beliefs shattered during this session then forming a new belief&lt;br /&gt;
does not cost Weight.&lt;br /&gt;
&lt;br /&gt;
==== Conversation Prompts (1d100) ====&lt;br /&gt;
# What was the worst argument you ever had?&lt;br /&gt;
# Who do you admire most?&lt;br /&gt;
# What&#039;s the best compliment you ever received?&lt;br /&gt;
# What do you all agree about?&lt;br /&gt;
# What was the best meal you ever ate?&lt;br /&gt;
# Who or what makes you laugh?&lt;br /&gt;
# What&#039;s the most insulted you&#039;ve ever been?&lt;br /&gt;
# Did you ever have a nickname?&lt;br /&gt;
# What do you miss about the academy?&lt;br /&gt;
# Who was your favourite teacher?&lt;br /&gt;
# What was your favourite assignment?&lt;br /&gt;
# What kind of behaviour can you not stand?&lt;br /&gt;
# What creeps you out?&lt;br /&gt;
# Are you scared of anything?&lt;br /&gt;
# What&#039;s your favourite aesthetic or style?&lt;br /&gt;
# What&#039;s your favourite piece of advice or saying?&lt;br /&gt;
# What common interest do you all share?&lt;br /&gt;
# What is your least favourite weather or season?&lt;br /&gt;
# What is your favourite weather or season?&lt;br /&gt;
# Did you like it at the academy?&lt;br /&gt;
# What is your favourite animal?&lt;br /&gt;
# If you could change one thing about yourself, what would it be?&lt;br /&gt;
# What&#039;s your home kingdom like?&lt;br /&gt;
# Is anyone else in your family a princess?&lt;br /&gt;
# What&#039;s your favourite monster?&lt;br /&gt;
# Is being a frontier princess like you expected?&lt;br /&gt;
# Do you like being a frontier princess?&lt;br /&gt;
# Did you choose to be a frontier princess?&lt;br /&gt;
# What is your least favourite food?&lt;br /&gt;
# What is your favourite food?&lt;br /&gt;
# Do you have any phobias?&lt;br /&gt;
# How did you get interested in your indulgence?&lt;br /&gt;
# How did you choose your speciality? Or did it choose you?&lt;br /&gt;
# Were you always a princess? If not, how old were&lt;br /&gt;
#  when you changed? How did it happen?&lt;br /&gt;
# How do you feel about the factions?&lt;br /&gt;
# How do you feel about our patron faction?&lt;br /&gt;
# How do you feel about our neighbouring frontier kingdoms?&lt;br /&gt;
# How do you feel about our neighbouring controlled lands kingdom?&lt;br /&gt;
# Do you think you&#039;ll stay in this kingdom?&lt;br /&gt;
# What was your last nightmare?&lt;br /&gt;
# What&#039;s a nice dream you&#039;ve had?&lt;br /&gt;
# What&#039;s your favourite holiday or special day or event?&lt;br /&gt;
# Where do you feel most safe?&lt;br /&gt;
# What is your most treasured possession?&lt;br /&gt;
# If you could change one thing about our kingdom, what would it be?&lt;br /&gt;
# What do you wish you could do that you can&#039;t?&lt;br /&gt;
# Do you like to cook? What&#039;s your go-to meal?&lt;br /&gt;
# Are you allergic to anything?&lt;br /&gt;
# Do you have any regrets?&lt;br /&gt;
# What&#039;s the worst trouble you ever got into?&lt;br /&gt;
# Have you ever been rescued by anyone?&lt;br /&gt;
# Do you have a hero?&lt;br /&gt;
# What&#039;s the luckiest thing that ever happened to you?&lt;br /&gt;
# What&#039;s the worst stroke of fortune you ever had?&lt;br /&gt;
# If our vault was full to bursting, what would you spend the Treasure on?&lt;br /&gt;
# Do you think what we do here matters?&lt;br /&gt;
# Did you have any friends at the academy? What were they like?&lt;br /&gt;
# What&#039;s your bedroom like?&lt;br /&gt;
# Do you sleep well?&lt;br /&gt;
# What&#039;s the weirdest thing you&#039;ve ever seen?&lt;br /&gt;
# What&#039;s the most beautiful thing you&#039;ve ever seen?&lt;br /&gt;
# What do you think about The Circle or the Silver Masks?&lt;br /&gt;
# What do you think about the Noble Traders or the Royal Architects?&lt;br /&gt;
# What do you think about the Strongwall Group or Brave New Lands?&lt;br /&gt;
# What do you think about the Guidance Collective or Afternoon Tea Time?&lt;br /&gt;
# What do you think about Exploration Unlimited or the Hunter Guild?&lt;br /&gt;
# What do you think about the Wandering Stars or the Universal Librarians?&lt;br /&gt;
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?&lt;br /&gt;
# What do you think about Speculation Wildhearts or Nowhere?&lt;br /&gt;
# What do you think about the Teleportation Administration or the Scientific Promotion Society?&lt;br /&gt;
# What do you think about the Scarred Hearts or the Sparkle Union?&lt;br /&gt;
# What do you think about the Kingdom Defenders or the Starlight Investigators?&lt;br /&gt;
# Do you have any famous family members or ancestors?&lt;br /&gt;
# Do you have any siblings? Are any of them princesses?&lt;br /&gt;
# Do you think you&#039;re more greedy or generous?&lt;br /&gt;
# What&#039;s the worst thing about being a frontier princess?&lt;br /&gt;
# What do you think of our faction rep?&lt;br /&gt;
# Did you ever have any pets?&lt;br /&gt;
# What do you think of our subjects?&lt;br /&gt;
# Is there anything you&#039;re hoping to find in the wild lands?&lt;br /&gt;
# What do you think about rebel princesses?&lt;br /&gt;
# What do you think about fairies?&lt;br /&gt;
# Do you have any theories about monsters or magic?&lt;br /&gt;
# How did you choose your princess weapon? Or did it choose you?&lt;br /&gt;
# If you had to change your speciality, what would you change it to?&lt;br /&gt;
# How did you feel when you graduated the academy?&lt;br /&gt;
# Do you think we&#039;re doing okay?&lt;br /&gt;
# Do you think we&#039;re heading in the right direction?&lt;br /&gt;
# If you had to give a speech to academy princesses, what would you say?&lt;br /&gt;
# What&#039;s more important, Treasure or Standing?&lt;br /&gt;
# Do you think you could be a good teacher?&lt;br /&gt;
# What was your best subject at the academy?&lt;br /&gt;
# Did you research anything interesting at the academy?&lt;br /&gt;
# Were you ever in any clubs?&lt;br /&gt;
# What do you wish you were better at?&lt;br /&gt;
# What advice would you give to your younger self?&lt;br /&gt;
# Have you learned anything by being a frontier princess?&lt;br /&gt;
# If you could quit right now, would you?&lt;br /&gt;
# What would you rather be doing?&lt;br /&gt;
# Are you scared of heart scars?&lt;br /&gt;
&lt;br /&gt;
== Ending The Session ==&lt;br /&gt;
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are&lt;br /&gt;
pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the&lt;br /&gt;
Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which&lt;br /&gt;
you should review XP triggers and award XP to both the princesses and their kingdom.&lt;br /&gt;
The end of the session is also the time to roll for and advance big picture clocks.&lt;br /&gt;
Elementals &amp;amp; Monsters&lt;br /&gt;
Every frontier kingdom has to deal with both monsters and elementals. The&lt;br /&gt;
noisier and stompier the princesses are out in the wild lands, the more likely&lt;br /&gt;
it is that their little kingdom is going to attract negative attention. When a&lt;br /&gt;
kingdom is created make a ten segment relations clock for Elementals &amp;amp;&lt;br /&gt;
Monsters and fill in five segments. At the end of each session adjust the&lt;br /&gt;
Elementals &amp;amp; Monsters clock as follows:&lt;br /&gt;
&lt;br /&gt;
* For every two points that Chaos increased in this session, add one tick.&lt;br /&gt;
* For every wild surge that occurred during the session, add one tick.&lt;br /&gt;
* If the princesses didn&#039;t spend any significant time in the wild lands, remove one tick.&lt;br /&gt;
* For every Calm The Wilds free time action taken, remove one tick.&lt;br /&gt;
* If the kingdom has the Border Defences improvement, remove one tick.&lt;br /&gt;
&lt;br /&gt;
Long term projects may be undertaken to drive monsters and elementals&lt;br /&gt;
away from the kingdom, if the princesses and the GM can agree on their&lt;br /&gt;
effectiveness. Failed rolls or other actions may also increase ticks in this clock&lt;br /&gt;
as a consequence.&lt;br /&gt;
&lt;br /&gt;
If the clock is filled, reduce relations with Elementals &amp;amp; Monsters by -1. If&lt;br /&gt;
the clock is emptied, improve relations with Elementals &amp;amp; Monsters by +1&lt;br /&gt;
(to a maximum of zero, unless the GM decides otherwise; under normal&lt;br /&gt;
circumstances frontier kingdoms cannot have a positive relationship with&lt;br /&gt;
Elementals &amp;amp; Monsters). After the relations clock is filled or emptied create&lt;br /&gt;
a new ten segment clock with five segments filled.&lt;br /&gt;
&lt;br /&gt;
There are no specific mechanical effects or penalties for having a lower&lt;br /&gt;
Elementals &amp;amp; Monsters relation, beyond the usual reduction in free time&lt;br /&gt;
actions for being at war with a group you have -3 relations with (if it gets&lt;br /&gt;
that bad). With that said it does represent the interest of wild lands entities&lt;br /&gt;
in the kingdom. It&#039;s up to the GM to interpret that as they may.&lt;br /&gt;
&lt;br /&gt;
== Princess Advancement ==&lt;br /&gt;
During the game session:&lt;br /&gt;
* When you make a desperate action roll, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.&lt;br /&gt;
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.&lt;br /&gt;
* The first time you use your speciality during a session, mark 1 XP in Heart.&lt;br /&gt;
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.&lt;br /&gt;
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2.&lt;br /&gt;
At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened&lt;br /&gt;
multiple times or in an especially dramatic fashion.&lt;br /&gt;
* You dealt with a threat to the kingdom or stood up to a rival.&lt;br /&gt;
* Your scars or indulgences led to drama or conflict.&lt;br /&gt;
* You ate or drank something new and delicious.&lt;br /&gt;
* You embodied the spirit of your speciality.&lt;br /&gt;
* You acted on or formed a new belief.&lt;br /&gt;
* You escalated an action.&lt;br /&gt;
You may mark end-of-session XP in any trait, or in Heart.&lt;br /&gt;
When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum&lt;br /&gt;
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.&lt;br /&gt;
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.&lt;br /&gt;
&lt;br /&gt;
== Kingdom Advancement ==&lt;br /&gt;
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple&lt;br /&gt;
times or in a dramatic or striking way, mark 2 Kingdom XP for it.&lt;br /&gt;
* Your focus-specific XP trigger:&lt;br /&gt;
**Monster Hunters: Threat defeated/prey hunted. &lt;br /&gt;
**Treasure Guardians: New place explored/loot gained. &lt;br /&gt;
**Magic Researchers: Report submitted/relic gained.&lt;br /&gt;
**Wild Claimers: Shield is Strong/kingdom improved. &lt;br /&gt;
** Social Climbers: +3 relations with faction/relations improved.&lt;br /&gt;
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.&lt;br /&gt;
* If the princesses had a significant interaction with another kingdom or faction, mark XP.&lt;br /&gt;
* If the princesses represented their kingdom at a party or other social event, mark XP.&lt;br /&gt;
* If the princesses did something to make their subjects happy, mark XP.&lt;br /&gt;
* If the princesses dealt with higher Tier threats or rivals, mark XP.&lt;br /&gt;
* If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:&lt;br /&gt;
* For each new reputation earned, mark XP.&lt;br /&gt;
* For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:&lt;br /&gt;
* Choose a new kingdom boon.&lt;br /&gt;
* Choose two new kingdom improvements.&lt;br /&gt;
* Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.&lt;/div&gt;</summary>
		<author><name>Starfox</name></author>
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