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Princess world is about young girls with magical powers taking on supernatural threats while also running their kingdom and socializing with other princesses.
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.


== Fiction First ==
== Fiction First ==
A central aspect of the game is that the story comes first.  
The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.
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.
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.
Often you will say what you want to do, and the GM will give you a range of Actions that can do that.
 
Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.


== Play It Out ==
== Play It Out ==
Dealing with a threat, obstacle, situation or anything else that might require
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.
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
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.
expressed, in this situation?


For example, a princess is dealing with a runaway pig, as you do. She could
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
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.


=== Indirect Actions ===
=== Indirect Actions ===
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 ''You are about to be rushed by a pig you have not yet seen!''
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: ''You are about to be rushed by a pig you have not yet seen!''
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.
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.
Engagement Rolls are often of this type of event, where the main goal is to avoid a consequence.
 
The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.
 
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.
 
Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.


== Action Rolls ==
== Action Rolls ==
When a princess attempts to do something that's dangerous or troublesome,
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.
they make an action roll to find out how it goes. Action rolls and their effects
and consequences drive most of the game.


You make an action roll when your character does something with the
The flow of an Action roll is as follows:
potential for failure or consequences. The possible results of the action roll
* The player states their goal.
depend on your character's Position and Effect.  
* The player chooses the Action they wish to use.
* The GM proposes the Position for the roll.
* The GM proposes the Effect level.
* The player may expend resources to:
** Change Position
** Change Effect
** Change the number of dice rolled
* The player rolls the dice, and the result is resolved.


Generally, the flow of order for an action is as follows:
=== Player States Goal ===
# The player states their goal for the action.
State what the princess is trying to achieve, not just what she is doing.
# The player chooses the aspect they wish to use.
# The GM sets the position for the roll.
# The GM sets the effect level for the action.
# The player may trade position for effect.
# The player may escalate.
# The player adds bonus dice.
# The GM or another player may offer a Hard Choice.
# The player rolls the dice and we judge the result.


=== Player States Goal ===
Not just ''"I attack the monsters,"'' but ''"I want to drive them off and make them fear me."'' Not just ''"I talk to the faction representative,"'' but ''"I want them to favor my kingdom over my rival's."''
Not just "I attack the monsters", but "I'm trying to get the monsters to run
 
away, show that I'm a serious threat and make them scared of me." Not just
The desired outcome should be clear before the roll.
"I talk to the faction rep", but "I want the faction rep to favor my kingdom
over my rival's." The princess's ideal desired outcome should be clearly
stated in this step.


=== Player Chooses Action ===
=== Player Chooses Action ===
There's a lot of overlap here, but generally the GM and the player should
Choose the Action that best matches how the princess approaches the situation.
agree on the appropriate aspect to use. For example, rolling using Tough
 
when you're trying to pick a lock isn't the most appropriate aspect, but it
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.
could be if you're just trying to kick the door open. The GM might change
 
the position or the effect depending on the aspect used, and how
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.
convincingly the player explains how they're using it.


=== GM Sets Position ===
=== GM Sets Position ===
The position is how dangerous or troublesome the action is for the player.
Position describes how dangerous or troublesome the action is. The three Positions are:
The three positions are:


* Controlled: There's a clear opportunity, you have an advantage, there's nothing in your way.
* '''Controlled:''' A clear opportunity with little opposition.
* Risky: You're taking a chance, you're acting on equal footing, you're going head to head.
* '''Risky:''' A contest on even footing.
* Desperate: You're in serious trouble, you're at a disadvantage, you're out of your depth.
* '''Desperate:''' A serious disadvantage or immediate danger.


By default, action rolls are risky. The player wants to accomplish something
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.
but there's an obstacle. If it's a particularly dangerous situation, make it
desperate. If it's less dangerous, controlled.


The Position of an action represents the severity of consequences for failure
Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get?
(or a partial success). Ask the question, what happens if this goes wrong?
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.
Given the circumstances, how bad can it get?


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.  
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.


=== GM Sets Effect ===
=== GM Sets Effect ===
Just how much will this action accomplish, if successful? Sometimes this will
Effect describes how much the action accomplishes on success. The five Effect levels are:
just be a binary pass or fail choice, other times there may be degrees of
success. The four basic effect levels are:


* Great: You don't just get what you wanted, but something extra too!
* '''Great:''' More than expected; additional benefit or advantage.
* Standard: You do what you were trying to do.
* '''Standard:''' The intended result.
* Limited: You achieve a partial or weakened effect. What didn't you get? What remains to be done?
* '''Limited:''' A partial or weakened result; something remains undone.
* None: Your action has no appreciable effect.
* '''None:''' No meaningful effect.
* 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' personality. The worst that can happen is usually that you are out for a little while.
* '''Negative:''' The action cannot succeed without first improving Effect.


The initial Effect level will generally be Standard.  
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.
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't prepared, doesn't have the right tools, is using an unsuitable Action, then an initial Limited effect might be all she can hope for.


''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's a princess of the kingdom, known and respected, and they're just brooms, but she's speaking to a big crowd and trying to calm them quickly. ''
''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.''


''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's a frontier princess who deals with much worse than this on a daily basis, and a bunch of slimes aren't going to present any significant threat. On any level of success the frontier princess isn't just going to defeat these slimes, but she's going to look good doing it, too.''
''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.''


''Example: A princess is taking on an enormous fire elemental, all by herself. The elemental's Tier is one higher than her kingdom'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's not going to do much in this situation.''
''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.''


=== Changing Position and Effect ===
Beyond the immediate situation, other factors may modify Effect.
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.


* A '''Critical roll''' increases Effect. This is unusual in that it is decided after the roll is made
==== Action ====
* A player may Push. The princess must either spend 2 points of Stress or accept a [[#Devil's Bargain|Devil's Bargain]].
An unusual or poorly suited Action may reduce Effect.
* A player may '''Trade Position For Effect'''. 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.


==== Quality/Tier ====
==== Tier ====
Quality represents the effectiveness of tools, weapons, or other resources,
Tier represents resources, support, and overall power.
usually summarized by Tier. Fine items count as +1 bonus in quality, stacking
with Tier.


When a princess is dealing with something of the same effective Tier, her
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.
effect will be standard unless there are other factors to consider (such as
potency or scale). When dealing with a higher Tier the princess's effect will
be reduced by the difference between the Tiers. For example, if a player
princess from a Tier 0 kingdom is trying to improve relations with a princess
representing the Universal Librarians (Tier 3), then the player princess will
begin at no effect—in fact, at one level lower than no effect. She'll have to
figure out how to improve her effect by at least two levels just to get to
limited. On the other hand, if a princess is from a Tier 1 kingdom and
dealing with Tier 0 monsters then she'll be at great effect from the start,
barring other factors such as scale.


When a roll is made 'against Tier', compare the kingdom's Tier to the
''Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.''
target's Tier.


Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is
''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.''
Tier 1 and she has fine magic tools so she's effectively Tier 2. The barrier is Tier 3.
Despite her fine tools Stella is outclassed, so her effect will be limited on the barrier.


==== Scale ====
==== Scale ====
Scale represents the number of opponents, size of an area covered, scope of
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.
influence, and so on. Larger scale can be an advantage or disadvantage
 
depending on the situation. In battle, more people are better. When
==== Critical ====
infiltrating, more people are a hindrance.
A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player's control.  
 
=== Changing Position and Effect ===
Before the roll, players can adjust Position and Effect by the following options.


==== Relations ====
==== Push ====
Relations mostly affect social actions. Increase or decrease effect by the level
Push by spending 2 Stress or accepting a [[#Devil's Bargain|Devil’s Bargain]].
of relations. For example, when asking a favour from a neighbouring
kingdom with +1 relations, the princess would increase her level of effect by
one. When Reaching Out to a faction with which the princess's kingdom has
-2 relations, reduce effect by two levels.


=== Devil's Bargain ===
==== Trade Position for Effect ====
On any roll the GM or another player may offer a Devil's Bargain. This allows the princess to [[#Push|Push]] without expending any Stress, but you have to accept a consequence that cannot be Resisted.  
Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.
A Devil's Bargain must always fit the situation, and sometimes there just is no good choice available.
 
Its ok to ask the other players' for ideas.
This can only be done once per roll. Position cannot be worsened beyond Desperate.
 
==== Set Up ====
Another princess may use teamwork to [[#Set Up|Set Up]] the action. See [[#Teamwork|Teamwork]].
 
==== Devil's Bargain ====
The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that '''cannot be Resisted'''.
 
A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.


The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.
The [[#Standard_Effect_or_Risky_Position|consequence]] can be anything, but is usually on the scale of a Risky Position.


=== Bonus Dice ===
=== Bonus Dice ===
You start with a number of dice equal to the rating in the Action you are using.
Roll a number of dice equal to the rating in the chosen Action.
You can then do various things to improve the number of dice.
 
You can only do each of these once.
Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.


: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies
: +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies
: +1d You may reduce Effect, taking a shortcut or easy option
: +1d Reduce Effect, taking a shortcut or easier approach
: +1d Another princess can Assist you (see Teamwork)
: +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]])
: +1d A non-player character with abilities that fit the task assist you
: +1d A non-player character with relevant abilities helps out
: +1d The GM may say that the situation is unusually easy and requires little skill
: +1d The situation requires little skill


=== Player Rolls; Everyone Judges ===
=== Player Rolls; Everyone Judges ===
If you have 1d or more to roll, you roll all the dice and read only the highest die.
If you have 1d or more to roll, you roll all the dice and read only the highest die.
If you roll 2 or more sixes,


If you end up with zero dice, you roll 2d and pick the lowest.
If you end up with zero dice, you roll 2d and pick the lowest.
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.
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.
This is not a good situation.


The results of the dice roll are important, but interpreting them is vital.
The results of the dice roll are important, but interpreting them is vital.
* '''1 — Fumble''' 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.
* '''1 — Fumble''' 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.
* '''2-3 — Failure''' then the action didn't go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or "fail forward", something happens to move the action forward.  
* '''2-3 — Failure''' The action didn't go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or "fail forward", something happens to move the action along.  
* '''4/5 — Partial Success''' You succeed, but not without opposition. You achieve most of what you wanted to to, but also suffer the negotiated consequence.
* '''4/5 — Partial Success''' 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.
* '''6 — Full Success''' You succeed, and also manage to avoid any consequence.  
* '''6 — Full Success''' You succeed, and also manage to avoid any consequence.  
* '''66 — Critical success''' 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.
* '''66 — Critical success''' 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.


=== Keep Moving Forward ===
=== Roll and Resolve ===
Sixes are great, obviously. We all love a six. Most of the time,
If you have 1d or more, roll that many dice and read the highest result.
though, you're going to be dealing with partial successes if the roll isn't a
complete wash. It's important to remember that a partial success is still a
success, it just means there'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's moving forward.


GM, balance the consequences you dish out with forward momentum. Tick
If you have zero dice, roll 2d and read the lowest result.
those clocks, deal that harm, increase that Chaos, but make sure you're also
If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.
letting the princesses make big steps towards what they want. If you're
having trouble thinking of consequences, there's a table in Appendix B (pg
108) that could provide some inspiration.


Princess, remember the tools you have available to control the narrative. You
The roll determines the outcome, but the table interprets what it means in the fiction.
can always resist consequences at the cost of Weight. This is very powerful!
No matter what pain the GM dishes out, you have the option to just say
"Nope!" Of course you then have to deal with mounting Weight and
potential scars, but that'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're fighting monsters, the fighty princess
can step in and take the hits. When you're at a party, the talky princess can
be a social tank. Cover for each other and work as a team.


== Example Effects and Consequences ==
* '''1 — Fumble''' Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.
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.
* '''2–3 — Failure''' You fail and suffer the expected Consequence. The situation still moves forward.
* '''4/5 — Partial Success''' You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.
* '''6 — Full Success''' You succeed and avoid any Consequence.
* '''66 — Critical Success''' If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.


=== Limited Effect or Controlled Position ===
=== Keep Moving Forward ===
Level 1 Harm or a minor delay or setback.  
A partial success is still a success. The action happens and progress is made, but with a cost.
* It took more time than you thought
* You end up in a precarious but safe position, trapped for a moment
* You attracted attention
* A momentary stun
* Someone earns your notice or makes you see their side of an argument.


=== Standard Effect or Risky Position ===
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.
Level 2 Harm or major delay or setback.  
* Get sidetracked for the rest of the scene
* You end up in a precarious position; hanging by your hands, down at a lower level, in water
* Caught in the act
* Knocked unconscious
* You are impressed or are convinced of a minor point.


=== Great Effect or Deadly Consequence ===
GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.
Level 3 harm or a dramatic delay or setback to take you out of the Adventure.
* Get lost, abducted, or otherwise out of the Adventure
* You end up in a lethal situation; on a high tightrope, barreling towards doom
* Leave incontestable evidence.
* Get mind controlled or confused to the point that you act for the other side
* You are awed or accept another's' argument


== Harm ==
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.
Harm is a subtype of Consequences that represent injury, shock, and loss of control.


Princesses are pretty tough, and also quite good at avoiding getting seriously hurt and bounce back very quickly. Sometimes, though, you just can'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.  
== Example Effects and Consequences ==
Effect and Consequences follow the same scale.


Harm comes in three levels as a series of three boxes.
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.
When you take Harm of a certain level, fill in the box with a description of the Harm.
The description matters, as the penalties only apply when it makes sense for the described Harm.
If you take Harm of a certain level again, fill in the next higher level.  
There is no level of Harm beyond level 3, simply ignore further Harm once the level 3 box is filled.
Princesses never die or suffer permanent effects from mere Harm, that is reserved for Stress and Heart Scars.


Princesses are very spunky and Harm cannot keep them down.
Even without an active opponent, the situation itself can impose Consequences on the same scale.
At the end of each scene, downgrade all harm by one level; Level 3 → Level 2 → Level 1 → Nothing.
At the end of an Adventure any remaining Harm is removed.
Princesses may sport a band aid or bump, but are otherwise ok very quickly.


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.
=== Limited Effect or Controlled Position ===
Level 1 Harm or a minor delay or setback.
* Effect is slanted or missing a minor detail
* Takes more time than expected
* Tick a clock
* Thrown off balance or forced out of position
* Unwanted attention is drawn
* Momentarily stunned
* Someone gains sympathy or consideration


# '''Light Harm:''' Limb injuries or a loss of temper givning -1d on relevant Actions.
=== Standard Effect or Risky Position ===
# '''Heavy Harm:''' Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.
Level 2 Harm or major delay or setback.
# '''Incapacitated:''' Unconscious or delirious, unable to act at all unless you Push.
* Effect deviates, affecting more or less than desired
* Sidetracked for the rest of the scene
* Tick a clock twice
* Exposed or cornered in a precarious position
* Caught in the act
* Incapacitated for a moment
* Swayed on a minor point of argument


== Progress Clocks ==
=== Great Effect or Desperate Position ===
A progress clock is a circle divided into segments. Make a progress clock
Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.
when you need to track ongoing effort, the approach of impending trouble,
* Effect does what is vital, but otherwise goes completely wild
the passage of time, progress towards finishing a project, and so on.
* Lost, abducted, or otherwise removed from the Adventure
Generally, actions will fill progress clocks at the following rate:
* The alarm is raised
* In immediate, life-threatening danger
* Incontestable evidence is left behind
* Mind controlled or forced to act for the other side
* Fully convinced by another’s argument


* '''Fumble (1)''': Lose all ticks
== Harm ==
* '''Failure (2-3)''': One tick
Harm is a type of Consequence representing injury, shock, or loss of control.
* '''Partial Success (4-5)''': Two ticks
Princesses recover quickly and rarely stay down for long.
* '''Full Success (6)''': Three ticks
* '''Critical Success (66)''': Five ticks


Levels of Effect reduces the ticks 2 (limited Effect) or increases the ticks by 2 (great Effect).
Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.
When done during an Adventure, such rolls as Consequences as normal.  
In downtime there is never any consequences except from a fumble, that resets progress.


=== Other Clocks ===
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.
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.


''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.''
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.


== Other Types Of Dice Rolls ==
=== Recovery ===
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.
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).


=== Fumble Rolls ===
At the end of an Adventure, clear all remaining Harm.
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble.
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.


This is a normal roll, but the only result that matters is a fumble; anything else is considered a full success.
=== Harm as Consequence ===
Harm may represent physical, emotional, or social setbacks.


=== Downtime Rolls ===
=== Harm Levels ===
Between dealing with those pesky Adventures princesses can perform
# '''Light Harm:''' Minor injuries or distress. −1d on relevant Actions.
downtime activities in relative comfort. You make downtime rolls to see how
# '''Heavy Harm:''' Serious injury or loss of control. Reduced Effect on relevant Actions.
much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.
# '''Incapacitated:''' Unable to act unless you Push.


=== Fortune Rolls ===
== Progress Clocks ==
Fortune rolls are made when something is purely down to luck. The GM can
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.
make a fortune roll to disclaim decision making and leave something up to
Create a clock when progress needs to be tracked over multiple actions.
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?


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.
Most clocks are relatively short, a 4 tick clock handles most routine situations.
Long and complex problems may require long clocks, especially in downtime.


=== Resistance Rolls ===
{| class="wikitable"
A player can make a resistance roll when their character suffers a
! Roll Result !! Friendly Clock (Effect) !! Hostile Clock (Consequence)
consequence they don't like. The roll tells us how much Stress their
|-
character suffers to reduce the severity of a consequence. When you resist
| '''Fumble (1)''' || Clear all ticks || Fill clock
that level 3 harm 'Broken Leg', you take some Stress and now it's only a
|-
level 1 'Sprained Ankle'. If you resist dropping something fragile, instead you
| '''Failure (2–3)''' || 1 tick || 2 ticks
mark Stress and manage to catch it at the last second.
|-
| '''Partial Success (4–5)''' || 2 ticks || 1 tick
|-
| '''Full Success (6)''' || 3 ticks || 0 ticks
|-
| '''Critical (66)''' || 5 ticks || Remove 1 tick
|}


You may only resist a given consequence once.
Effect modifies ticks:
* Limited: −1 tick
* Great: +1 tick


Resistance is always automatically effective. The GM will tell you if the
During an Adventure, rolls still carry Consequences as normal.
consequence is reduced in severity or if you avoid it entirely. Then, you'll
make a resistance roll to see how much Stress your character marks as a
result of their resistance.
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.


You make the roll using one of your character'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.
In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.


* '''Insight:''' Mental harm and effort; magical damage, fatigue from study, messing up an invention
=== Hostile Clocks ===
* '''Prowess:''' Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something
Hostile clocks track threats, opposition, or danger that builds over time.
* '''Resolve:''' 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 & weird harm


Your character marks 6 Stress when they resist, minus the highest die result
''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.''
from the resistance roll. So, if you rolled a 4, you'd mark 2 Stress. If you
rolled a 6, you'd mark zero Stress. If you get a critical result on your
resistance roll you clear 1 Stress.


''Example: During a scuffle with an elemental, Stella rolls badly and gets slammed against a tree. It's a desperate situation and a strong elemental so the GM decides Stella will take the level three harm, 'Crushed'. Stella isn'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, 'Bruised Ribs'.''
''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.''


== Teamwork ==
== Resistance Rolls ==
You may make a Resistance Roll when you suffer a Consequence.


=== Lead A Group Action ===
Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.
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?
Each PC involved makes an action roll (using the same aspect) and the team
counts the single best result as the overall effort for everyone who rolled.
However, the character leading the group action takes one Weight for each
PC that rolled a failure as their best result.


Escalation may be used as part of a group action but carries a cost. For every
You may only resist a given Consequence once.
level of escalation used on a roll that is anything less than a full success, one
Weight must be marked. This Weight can be marked by anyone who is part
of the group action.


For example, if a princess escalates once and rolls a failure, one Weight is
=== Effect ===
paid. If she escalates three times and rolls a partial success, three Weight
In general, resistance reduces a Consequence by two levels:
must be paid. If a princess escalates four times and rolls a full success, no
* Deadly → Controlled
Weight needs to be paid for her escalation.
* Standard or Controlled → avoided


== Set Up Actions ==
In especially dramatic situations, the GM may reduce it by only one level.
When you perform a set up action you have an indirect effect on an obstacle.
If your action has its intended result, any member of the team who follows
through gets increased effect or improved position for their roll. You choose
the benefit, based on the nature of your set up action.


This is a good way to contribute when you don’t have a good rating in the
Harm is reduced by one level when resisted.
action at hand. Multiple follow-up actions may take advantage of your set up
as long as it makes sense in the fiction. Similarly, multiple set up actions
could influence a single action roll. For example, one princess could use
Stylish to distract an enemy, another could use Nosy to detect a weak point
(perhaps with improved position due to the first princess's successful
distraction), then a third could use Tough to attack the monster, enjoying
both an extra level of effect and improved position.


Since a set up action can increase the effect of follow-up actions, it's also
=== Roll ===
useful when the team is facing tough opposition that has advantages in
Roll the Attribute that best matches the Consequence:
quality, scale, and/or potency. Even if the PCs are reduced to zero effect due
to disadvantages in a situation, the set up action provides a bonus that allows
for limited effect.


== Protect That Smile ==
* '''Insight:''' Mental strain, magic, or knowledge
If you're in a position to do so, you may step in to face a consequence that
* '''Prowess:''' Physical harm or exertion
someone else would otherwise face. Describe how you intervene, then suffer
* '''Resolve:''' Social pressure, emotional strain, or strange effects
the consequence in their place. You may roll to resist it as normal.
Escalating Or Trading Position For Effect.


After factors are considered and the GM has announced the effect level, a
The GM chooses the Attribute.
player might want to escalate their dice for effect. For instance, if they're
going to make a risky roll with standard effect (the most common scenario,
generally), they might instead want to push their luck and escalate their dice
to make it a great effect. Alternately, if appropriate they can make their
position more dangerous (controlled to risky, risky to desperate) in exchange
for an effect bonus.


Example: Stella is sneaking past some elementals. She has spent a prep point to
Mark 6 Stress minus the highest die result.
create a magical distraction and wants to sprint past while the elementals are
On a critical, clear 1 Stress.
diverted.


GM: It's pretty far. I don't think you can make it before your fireworks end. You
=== Example ===
can get halfway with a successful Sporty action, but unless you get a crit you're
''Stella is struck by an elemental and would take Level 2 Harm: "Crushed." 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: "Bruised Ribs." ''
going to have to be Sneaky to get past the elementals.
== Other Types Of Dice Rolls ==
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.


Stella: Hmm. My Sneaky sucks. Okay, what if I use magic to make myself faster?
=== Fumble Rolls ===
Escalate to a d8 for the Sporty roll, to go extra fast?
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.


GM: That works—or you could make it a desperate action rather than a risky one.
Roll as normal. Only a '''1''' matters; any other result is a full success.


Stella: No, I'll just escalate.
=== Gather Information ===
Use this roll when there is no risk, but the amount or quality of information is uncertain.


GM: Okay, roll it.
Higher results provide clearer, more useful, or more detailed information.


== Channelling Wild Magic ==
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.


=== Chaos ===
=== Downtime Rolls ===
Even in the controlled lands magic is bizarre. Once you get into the deep
Downtime Rolls are made during downtime to determine how much progress is achieved.
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'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 of ways. Strong emotions can increase Chaos,
They have no Position. Effect still applies, but Position cannot be traded for Effect.
especially if a lot of people are feeling the same way, or if one particularly
powerful individual (say, a princess) is in an emotional state. Messing around
in the wild lands can increase Chaos, as can ignoring the wild lands and
allowing elementals and other monsters to gather power (sort of a catch-22
situation there, to be honest). Disorder can increase Chaos. Even something
as seemingly innocuous as an untidy room can have surprisingly serious
consequences.


== Elemental Explosions ==
Downtime Rolls do not generate Consequences, except on a Fumble.
Elementals are formed of highly compressed wild magic. When an elemental
is destroyed all of that energy is released at once, increasing the kingdom's
Chaos by the elemental's Tier. Nearby princesses may attempt to calm this
explosion, rolling Weird against the elemental's Tier. Each level of effect
reduces the Chaos increase by one, to a minimum of zero. Only one attempt
may be made for each elemental, although other princesses can mark Weight
to help the princess making the roll.


== Chaos Sets The Stage ==
=== Fortune Rolls ===
At the beginning of each session the GM should roll a number of dice equal
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.
to the kingdom's Chaos.


Any 6s rolled indicate an abatement of Chaos; reduce the kingdom's Chaos
They are typically rolled as 1d6:
by one.
* 1: worst outcome
* 2–3: poor outcome
* 4–5: good outcome
* 6: best outcome


Any set of doubles indicates a major wild magic surge, which can manifest in
The GM may modify the number of dice based on circumstances or advantage.
many different ways. See the Wild Magic Surge Examples section, or roll on
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.
the random table in Appendix B (pg 109).


Every 1 indicates a possible weakening of the kingdom's shields. If this isn't
== Teamwork ==
dealt with by the end of the session, reduce the kingdom's Shield by 1. Shield
Princesses can work together in several ways using teamwork.
problems generally require a free time action to solve. Multiple shield
problems might require multiple actions, or might be represented by a clock
that must be filled. For example, if two 1s are rolled then the GM might
create a four segment clock. If the princesses manage to fill this clock before
the end of the session, their Shield will not decrease. Dealing with shield
problems might also be the focus of this session's affair.


If the kingdom's shields are strong (Shield is higher than Land) then players
=== Assist ===
may request for any of the dice to be rerolled.
Assist another princess’s Action roll.


Example: Stella's kingdom has a Chaos of 5, and strong shields. The GM rolls 2, 2,
Describe how you help and mark 1 Stress. They gain +1d.
1, 5 and 6. Stella asks for the 1 and one of the 2s to be rerolled, resulting in a 5 and
a 4. There's still a wild magic surge (double 5s), but the shields aren't weakened
and Chaos is reduced by 1 thanks to the 6.


If the kingdom's shields are weak (Shield is less than Land) then reroll all 6s
You may Assist even if you have no rating in the Action, as long as your help fits the situation.
once.


Example: Beka's kingdom has a Chaos of 4, and weak shields. The GM rolls 6, 3,
''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.''
2, 4. They reroll the 6 and get a 3, resulting in a wild magic surge and no
reduction in Chaos for the kingdom.


If Chaos ever reaches ten then the wild magic near the kingdom's borders
=== Group Actions ===
has reached a crisis point. Reset chaos to zero and increase the kingdom's
A group action allows multiple princesses to act together.
Wild by 1. In addition, trigger a wild magic surge as the raw chaotic forces
find an outlet.


=== Wild Magic Surge Examples ===
One princess leads and describes how the group approaches the task.


Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.


The length that wild magic surge effects persist for is up to the GM.
The leader marks 1 Stress for each participant whose best result is a '''1–3'''.
Generally they'll last a session or two, or until the princesses deal with them
directly (possibly as an affair). If you're having trouble coming up with a wild
surge, try looking at the projects the princesses have, their kingdom focus,
their relations with factions and other kingdoms, and their goals. What
would mess with those things?


If you're still coming up blank, or just want to embrace the chaos and roll for
A '''1''' is a fumble. The acting princess suffers a Consequence as normal.
it, dozens of wild surge examples can be found in Appendix B: Random Tables (pg 109).


== Harm And Consequence ==
=== Notes ===
Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.


== The Heart Of A Princess ==
=== Protect ===
Princesses are, generally speaking, resilient individuals used to bearing heavy
Step in to take a Consequence meant for another.
responsibility. They're tough to hurt and hard to keep down. However,
princesses are not indestructible. They are physical beings of flesh and blood.
If they're cut, they bleed. If they're slammed against a rock by a rogue
elemental, they hurt. If they get hit in the arm by a troll's club, maybe that
arm gets broken. Similarly, the barbed words of a rival princess can cut
straight to the heart. The weight of regret can be more crushing than that
troll's club. It is true that a princess's heart is her greatest strength. It is also
true that the heart of a princess is her most vulnerable weakness.


== Consequences ==
Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.
Enemy actions, bad circumstances, or the outcome of a roll can inflict
consequences on a PC. The GM determines the consequences, following
from the fiction and the style and tone established by the game group.


== Reduced Effect ==
=== Set Up Actions ===
This consequence represents impaired performance. The PC's action isn't as
A Set Up action prepares the situation for a following Action.
effective as they'd anticipated. You hit the monster, but it's not enough to
stop it from eating the key. You're able to climb the wall, but you're only
halfway up before the dragon spots you. This consequence essentially reduces
the effect level of the PC's action by one after all other factors are accounted
for.


== Complication ==
Describe how you create an advantage, then make an Action roll.
This consequence represents trouble, mounting danger, or a new threat. The
GM might introduce an immediate problem that results from the action
right now: the room catches fire, you're disarmed, your kingdom gets +1
Chaos from the elemental attention you're attracting, you lose status with a
faction, the target evades you and now it's a chase, more monsters turn up,
and so on.


Or the GM might tick a clock for the complication. Maybe there's a clock
On a '''4+''', the next Action gains +1 Effect.
for the alert level of monsters guarding a treasure. Or maybe the GM creates
On a '''6''', the GM may grant an additional benefit.
a new clock for the suspicion of your host at a party. Fill one tick on a clock
for a minor complication or two ticks for a standard complication.
A serious complication is more severe: reinforcements surround and trap you,
the room catches fire and falling ceiling beams block the door, your weapon
is lost, the kingdom suffers +2 Chaos, your target escapes out of sight, etc.
Fill three or more ticks on a clock for a serious complication.
Don't inflict a complication that negates a success. If a PC tries to corner an
enemy and gets a partial success, don't say that the enemy escapes. The
player's roll succeeded so the enemy is cornered, but maybe they manage to
knock the princess's weapon away, or pull a suspiciously glowing crystal from
their pocket.


=== Harm And Injury ===
A Set Up roll does not generate Effect of its own; it only improves the following Action.
Princesses are pretty tough, and also quite good at avoiding getting seriously
hurt. Sometimes, though, you just can'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.


# Harm (Reduced Effect): bruised, split lip, bloody nose, hurt feelings, drained, creeped out, feeling gross
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.
# Harm (-1d): sprained ankle, cracked ribs, beaten up, exhausted, scared, humiliated, shaken by regret, betrayed, poisoned, lost, disappointed
# Harm (twonked until further notice): crushed, broken limb, all cut up, terrified, devastated, savagely dragged


=== Stress ===
''Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.''
This consequence represents stress and heaviness of heart. Sometimes even
when an action succeeds it costs the princess something. Marking Weight as
a consequence can be due to guilt, pain, embarrassment, anxiety, hurt feelings,
disappointment, or maybe just good old fashioned stress.


== Stress ==
== Stress ==
Princesses have a Weight counter with ten steps. Weight represents the
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.
heaviness of the princess'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 Weight reaches ten then it is
reset to zero and the princess takes a heart scar; see the Heart Scars section
for details.


Once per session, if a princess eats or drinks something new and delicious
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].
she may remove one Weight.


== Heart Scars ==
=== Uses of Stress ===
If Weight reaches ten then the princess has pushed herself too far and her
Stress is a resource used to influence rolls and avoid consequences.
heart will be scarred as a consequence. Reset Weight 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:


* 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.
* [[#Push|Push]] to improve Effect
* 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's Chaos.
* [[#Assist|Assist]] to give another princess +1d
* 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.
* [[#Resistance Rolls|Resist]] a Consequence
* 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.
* The newly scarred princess is able to hide the change that'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's Standing and XP by one each. It's an event that attracts a certain type of unspoken respect and sympathy, from allies and rivals alike.


== List Of Heart Scars ==
== Heart Scars ==
# Regretful: You've made mistakes. You have to be better.
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].
# Guilty: Why did you DO that? Why do you always mess up?
# Cold: Feelings are a distraction.
# Hot: Feelings MATTER!
# Overwhelmed: Everything is so complicated. Things just keep piling up. You just want things to be simple.
# Savage: No more polite lies. You'll let them all know exactly what you think of them.
# Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.
# Overprotective: As long as they're okay, you're okay. Just don't let them get hurt. Just don't let them down.
# Contentious: WHAT DID YOU JUST SAY?
# Vindictive: They have wronged you, your friends, your kingdom. They must be punished. No matter the cost.
# Manic: Let's have a party! Let's go fight those elementals! Let's do whatever, just don't stop! Don't stop!
# Withdrawn: You're okay. You can do this. By yourself. Definitely by yourself.
# Proud: You did nothing wrong. It's everyone else who's mistaken.
# Competitive: Anything's better than losing.
# Trusting: They know best. You just have to keep faith. No matter what happens. Just keep that faith.
# Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.
# Reckless: You've survived worse. You'll survive this, too. Or not. Either way.
# Idealistic: You're right! You KNOW you're right! If only you could make them understand!
# Blinkered: This is fine.
# Relentless: So what if you're heading for ruin. Just as long as it gets done.
# Paranoid: Everyone's hiding something. Nobody's free of secrets. The only sane position is one of suspicion.
# Shy: Everyone keeps looking at you, and you don't know how to deal with that.
# Stubborn: No.
# Anxious: What if you're just making things worse? What if every decision you make is wrong? How can you be sure? How can you do this?
# Obsessed: Was it that? It was. Just that one thing. That one little thing.
# Disillusioned: It's not how you thought it'd be. It's not how they said it'd be. Is there even any point to this?
# Arrogant: This wouldn't have happened if they'd just listened to you. You're better than them. You're better than everyone.
# Selfish: Why does everyone expect you to sort everything out? Someone else can deal with it. You have your own priorities.
# Apathetic: Whatever.
 
== Retirement ==
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's not dead or broken or useless, she
just ... can'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, possibly using the legacy rules. The retiring princess
may help out in the future, but entirely under the GM'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'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.
 
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'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 Highly Placed Friend boon to
the kingdom. If you like, you may create a new character using the legacy
rules.
 
When a princess retires due to heart scarring her kingdom gains +1 relations
with the faction Scarred Hearts.
 
== Heart Scars In Play ==
Taking a heart scar is a dramatic, permanent change to a character, but it
doesn'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 honour, a reminder of what they'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's not that interesting, let's just move on. Some will find that
they're not able to treat it so lightly.
 
In this Princess World heart scarring is a known phenomenon. Everyone sort
of knows that it's a risk for princesses, especially frontier princesses.
Accumulating too many isn't the end of a princess, it's mostly just a sign that
she's done enough. There's a level of respect for a princess with heart scars,
sometimes even awe. It means you've been out there. It means you've fought
and pushed yourself, maybe a little too far. It's rare that anyone would blame
a princess for taking a heart scar. Even a princess's rivals usually won't use
her scars against her. After all, they could be next. Still, it'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'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.
For players, don't be too scared of heart scars. Getting one isn't the end of
the world. From a gameplay point of view there's no mechanical penalty for
taking a scar, your Weight gets completely cleared, and if you use the scar for
roleplaying you get bonus XP. Of course if you get too many you're forced to
retired, but that'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's not the
end of her story.
 
For the GM, don't be scared to pile on the Weight, 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's going to take enough Weight to gain
a heart scar. Don't blindside princesses, is what I'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 Weight, you could even
offer a heart scar as part of a Hard Choice. She doesn't have to roll that
desperate action. She'll have full narrative control of how this thing plays out.
All of her Weight will be cleared. The only price is a scarred heart.
 
== Magic Shields ==
Part of a princess's repertoire of tricks is the ability to magically protect
herself. Although they're referred to as 'shields' 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 effective against social attacks. Not
even a magic shield can defend against the cutting remarks of a rival princess.
The GM will judge when a magic shield can or cannot be used.
 
Using a shield costs two prep points and reduces harm by one level. If the
shield is of fine quality, either due to the kingdom boon Overprotective or
something else, then it only costs one prep point.
Shields can be used as long as the princess has prep points, although of
course this means that other useful items or magic cannot be used.
 
== Kingdom Affairs ==
There's no avoiding it. You can't ignore the problem any longer. You'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 'adventure' 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 maybe the kingdom's patron faction has approached them with a little
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
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,
or just find a really good party to attend. Whatever the affair, it's going to require planning, there are going to be obstacles involved, and by the end of it
everyone is probably going to be longing for a cup of tea and a nice long bath.
 
=== Planning & Engagement ===
The princesses spend time planning their kingdom affairs. They check maps,
study books, argue about the best approach, consult with experts or their
subjects, prepare magic and supplies, plan routes, worry about potential
dangers, and so on.
 
You, the players, will probably still do some of that. But all you ACTUALLY
have to do is choose the type of approach your princesses are taking. The
engagement roll determines how much trouble you're in when the plan is put
into motion.
 
=== Choose Your Approach ===
There are six different approaches that can be taken, each with a missing
detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or
Noble. To plan an affair, just pick an approach and add the detail. Then the
GM will cut to the action as the first dramatic moments of the affair unfold.
 
== Engagement Approaches In Detail ==
=== Direct ===
Get straight to the point, no mucking around.
 
Detail: The point of attack.
 
Direct approaches are for princesses who can't be bothered with fiddly
nonsense. The point of attack could be a place, a person or object, or even
something more abstract like an idea or a belief.
 
=== Tricky ===
Don't be glib.
 
Detail: The method of deception.
 
Tricky approaches always involve a degree of subterfuge. Think about both
the target and the way the princesses are tricking them, and exactly what
they're trying to accomplish with this.
 
=== Stealthy ===
Just don't let them notice you.
 
Detail: The point of infiltration.
 
Stealthy approaches differ from tricky approaches in an important way;
tricky approaches are about deception, while stealthy approaches are about
not being noticed at all.
 
=== Careful ===
Research carefully and do this properly.
 
Detail: The revealed weakness.
 
Careful approaches are for princesses who like to plan and prepare. The
detail is a weakness, which can be just about anything. Remember that the
engagement roll determines the opening position of the affair. On a poor roll
maybe the princesses were wrong about the weakness, or weren't able to
properly take advantage of it.
 
=== Social ===
Civility, persuasion, tea.
 
Detail: The social connection.
 
Social approaches involve a contact, which could be someone the princesses
already know or someone new. (Although they'll probably have more luck
with a known and trusted ally than an unknown quantity.) It could involve
negotiation, a friendly chat, or maybe just a lot of shouting.
 
=== Noble ===
Announce your intentions and engage honourably.
 
Detail: Your reason for being so nice about this.
 
With a noble approach there is absolutely no deception or trickery, and if
fighting is involved it'll be face to face without any attempt at surprise or
subterfuge.
 
== The Engagement Roll ==
Once the players choose an approach and provide the detail the GM cuts to
the action, describing the scene as the princesses begin their affair and
encounter their first obstacle. In order to give everyone an idea of how things
kick off, we use a dice roll. This is the engagement roll.
 
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify
the dice pool for any major advantages or disadvantages that apply:
 
Is the affair aligned with the kingdom's focus? Take +1d.
For example, Magic Researchers going into the wild lands to retrieve a relic.
 
Are the princesses particularly suited to this approach? Take +1d.
For example, a Social approach with princesses who have high Charm aspects, or
having the Elemental Experts boon on an affair involving elementals.
 
Are the princesses out of their depth with this approach? Take -1d.
For example, a Stealthy approach with princesses who have no points in Sneaky.
 
Will the affair be in a familiar or comfortable environment? Take +1d.
For example, if the affair is within the kingdom, or in a place related to a princess's
speciality, or somewhere the princesses have spent significant time previously.
 
Does the affair take place in a particularly difficult, hostile, or alien
environment? Take -1d.
For example, deep in the wild lands or at a party filled with hostile factions.
 
Is there an aspect of the affair that could easily go wrong? Take -1d.
For example, it involves a kingdom or faction with negative relations, requires
precise timing, or involves an unreliable person.
 
Is the approach especially appropriate? Does it exploit a weakness or
vulnerability? Take +1d.
For example, a Stealthy approach when infiltrating via a secret entrance, or a
Social approach with the detail being a reliable and trusted ally.
 
Is there anything unsuitable about this particular approach? Is the target
strong against it? Take -1d.
For example, a Noble approach against a tricksy and cunning kingdom, or a Direct
approach against a fortified position or a well-guarded item.
 
Can any of your friends or subjects help or give advice? Take +1d for each
source of help.
 
Are any enemies or rivals interfering in the affair? Take -1d for each
interference.
 
Are there any other elements that you want to consider? Maybe a lower-Tier
target will give you +1d. Maybe a higher-Tier target will give you -1d.
 
=== Engagement Roll Results ===
Crit: Exceptional result. You've overcome the first obstacle and you're in a
controlled position for what's next.
: 6: Good result. You're in a controlled position when the action starts.
: 4/5: Mixed result. You're in a risky position when the action starts.
: 1-3: Bad result. You're in a desperate position when the action starts.
 
== Flashbacks ==
When an affair is underway you can invoke a flashback to take an action in
the past that impacts your current situation. Maybe you asked your allies to
come in and provide backup against these elementals. Maybe you arranged
with your subjects to be on hand with sacks to carry all this stuff back to the
kingdom. Maybe you spent some time studying the monsters you just ran
into.
 
The GM sets a Weight cost when you activate a flashback action.
 
0 Weight: An ordinary action for which you had easy opportunity. Arranging
with your subjects to show up somewhere, coordinating a special signal or
code word with your fellow princesses, studying a specific aspect of
something.
 
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise
to be hidden at the party, having already Bookwormed about the house
where the faction leaders are meeting.
 
2+ Weight: An elaborate action that involved special opportunities or
contingencies. Coordinating a balloon with a rope ladder to be sent over your
location just at this moment, uncovering detailed information about the
secret passages that lead to the master control room.
 
After the cost is paid, a flashback action is handled just like any other action.
Sometimes it will entail an action roll, because there's some danger or trouble
involved. Sometimes a flashback will entail a fortune roll, because we just
need to find out how well things went. Sometimes a flashback won't call for
a roll at all; you just pay the Weight and it's accomplished.
At the GM's discretion a flashback might be paid for by Treasure or
Standing, rather than Weight. For example, if Chaos is significantly raised
during an affair, to the point that Wild will be increased, you could pay a
Treasure and flashback to taking the free time action Calm The Wilds, thus
reducing Chaos and avoiding that Wild increase.
 
== Flashback Limits ==
A flashback isn't time travel. It can't undo something that just occurred in
the present moment. For instance, if a faction representative confronts you
about the disappearance of a magical artefact, you can't call for a flashback to
stop her from showing up. She's here now, questioning you. That's
established in the fiction. However, you COULD call for a flashback to show
that you planted that artefact in a rival princess's bag...
 
== Time Paradox ==
Princesses cannot suffer harm or other consequences in a flashback that
would have affected them in the time leading up to the point when they had
the flashback. In other words, you can't break your arm in a flashback if
you've been operating with two unbroken arms this whole time. Instead of
handing out harm and such as a consequence of flashback actions, the GM
should think about how the princesses' actions in the past might affect them
in the present moment. You could start a clock, increase Chaos, damage
relations, have a rival show up, introduce a threat, or even inflict harm on
them in the present. Linking causes in flashbacks to effects in the present
moment can really bring an affair together.
 
== Prep Points ==
Princesses are known for their flexibility and adaptability. They'll often come
up with a bit of magic or useful item just at the moment they need it.
Princesses don't need to specifically note what equipment, items, and magic
they're carrying. Instead, at the beginning of each new kingdom affair each
princess gets five prep points that they can spend whenever they need
something extra. It might be a tool, mundane or magical. It might be an extra
weapon, for just those moments when your princess weapon has been
smacked out of your hand by a raging frost elemental and you could really
use your trusty flame dagger. It might be a sequence of bombs, each more
unlikely than the last. It could also be a pinch of extra magic to make yourself
faster or sneakier, to disguise your appearance, or to summon some magical
fireworks as a distraction.
 
In any case, whenever you need something during an affair just tell the GM
what you're pulling out and mark off a prep point. If it's particularly rare or
powerful then the GM might rule that it costs two prep points. If you want
an item or magical effect to be of fine quality (+effect when used as part of
an action roll) then it will cost an additional prep point. The GM might also
request justification for why the princess has this particular item, or require a
flashback to explain where and how they acquired or prepared it.
Prep points cannot be regained during an affair. Once they're gone, they're
gone.
 
== Picking Up Stuff ==
If a princess wants to take something she finds during an affair, mark off a
prep point. This includes Treasure; one prep point per point of Treasure
grabbed. Remember that any princess can mark two prep points to use
storage magic, which holds her kingdom's Tier+3 items or Treasure.
 
Using prep points to take something means that it's been tucked away,
relatively safe and secure. If a princess has used up all of her prep points
but wants to grab something, then she's holding it in her hands. If she
wants to do anything she's probably going to have to put that thing down,
and then remember to pick it up again when she's done.
 
If a princess wants to take Treasure or specific items along on an affair
then mark one prep point for each item or point of Treasure carried.
However, unless the item is absolutely vital to the affair it's usually better
to just mark off the prep point at the moment you need the thing.
 
== Princess Magic ==
Princesses sometimes need a little more oomph than usual. The following
magical abilities cost prep points to use, and could be represented by a small
charm, a magic scroll or potion or other item, some extra preparatory study
done before the affair, or just the princess summoning extra power to pull off
a clutch move. If there's a number after the magic then that's how many prep
points it costs, otherwise it costs 1 prep point. If the princess is out of prep
points and wants to use magic it will cost her two Weight per prep point.
 
Generally, most magic will add increased effect or +1d when used as part of
an action roll. If an additional prep point is used to make the magic fine
quality add both +1d and increased effect to the roll.
 
If a princess wants to use magic that doesn't fit into any of these categories,
it's up to the GM as to whether she has access to that magic, how effective it
is, and how many prep points it will cost.
=== Shield (2) ===
Resist physical or magical damage, reducing harm by one level. Ineffective
against social harm. See Magic Shields (pg 76) for more details.
 
=== Storage (2) ===
Some kind of pocket dimension, magic chest, or bag of holding situation.
Holds up to Tier+3 Treasure or items until the princess returns to her
kingdom. If Storage magic isn't used, each Treasure or item costs one prep
point to carry.
 
=== Illusion ===
Create the image and/or sound of something, alter your own or someone
else's appearance, conjure magical lights or fireworks to distract or entertain.
 
=== Movement ===
Move fast, jump high, climb like a spider. At the GM's discretion this could
also include limited teleportation or flight.
 
=== Divination ===
Reveal secrets about a person, object, or place, uncover hidden things, see the
possibilities that lie ahead, banish illusions.
 
=== Elemental ===
Fire, water, air, earth, light, darkness; frontier princesses command them all.
 
== Aftermath ==
After a kingdom affair is concluded, it's time for a break. The post-affair phase is divided into five segments, as follows:
# - Rewards Earned
# - Chaos Grows
# - Complications
# - Free Time Activities
#- Winding Down
 
== Rewards Earned ==
When a kingdom affair is successfully resolved, add 2 Standing. If the affair
involved a threat that was higher Tier than the kingdom, add +1 Standing
per Tier higher. If the threat was lower Tier than the kingdom then the
Standing reward is reduced by -1 per Tier lower (minimum zero).
If someone promised to pay the princesses they might be awarded Treasure
or receive other benefits. They might also have found Treasure during the
affair.
 
Kingdom boons such as Trade Freedom or Highly Placed Friend will award
their bonuses during this step, and valuables such as treasure palace cores
may be exchanged for Treasure or other benefits.
 
== Chaos Grows ==
Chaos increases naturally over time, as wild magic gathers beyond the
borders. After every kingdom affair increase Chaos by 1. Discord and bad
moods also increases Chaos. For every group with which the kingdom has -3
relations, increase Chaos by 1. If time was spent in the wild lands during the
affair then Chaos increases at the following rates, depending on how the
princesses behaved:
 
Quiet, calm and respectful; no fighting occurred: no extra Chaos.
 
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.
 
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.
 
They just went crazy over there; constant rowdy fighting: +6 Chaos.
 
Next, add Chaos from wild magic dice used and local wild magic surges:
 
: 0-2: Mostly safe. No mechanical effect.
: 3-5: +2 Chaos
: 6-9: +4 Chaos
 
Add an additional +1 Chaos for each wild magic dice/surge more than nine.
For example, if eight wild magic dice were used and four wild magic surges
occurred, the kingdom's Chaos would increase by +7.
If Chaos ever reaches ten, immediately reset it to zero, increase the
kingdom's Wild by 1, and trigger a wild magic surge. See the Chaos section
(pg 66) for more details.
 
If a kingdom's Wild reaches 5 then the nearby wild lands have become
intensely chaotic and dangerous. This does not necessarily mean an
automatic failure on the part of the princesses, but their inability to calm and
counter the wild lands near their kingdom will certainly be noticed. They
should expect a visit from one of the factions, perhaps their patron, perhaps
the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe
the Wandering Stars will arrive in one of their moving castles. Whoever it is
that shows up, they're not going to be particularly warm towards the
princesses. How things progress is up to the GM, but the freedoms of the
player princesses are likely to be restricted and their actions given stern
oversight.
 
Keeping both Chaos and Wild low should be a high priority. Once Wild
rises there is no simple method to reduce it. It might be possible to lower
Wild via long term projects, but this will likely require considerable resources
and outside help. It's up to the GM as to what is required and who the
princesses will have to appeal to in order to get this done.
At the GM's discretion more out-there elements could also be covered.
 
== Complications ==
Being a princess is an involved affair. You've got all these factions with all
their conflicting ideals, you've got your neighbour kingdoms with all their
nonsense, you've got rival princesses with all their drama, you've got
elementals hammering against your borders, you've got the wild lands where
literally anything could become a problem, you've got subjects to protect and
parties to attend and—well, it's just a lot, is all. Frontier kingdoms in
particular come with more than their share of troubles, often unexpected.
Thus, complications.
 
Once a kingdom affair has been resolved, successfully or unsuccessfully, after
Chaos has been determined and the princesses are just starting to feel like
they might have earned a nice bath, the GM generates a complication using
the following list. Roll 1d6; the GM can choose to take the face value, or add
the kingdom's Chaos to the roll. The roll can either be made in the open or
in secret, and the complication can take effect immediately or at an
appropriate moment later on.
 
When faced with a complication, princesses can either ignore it or deal with
it. Ignoring a complication will often come with a cost (usually Treasure or
Standing), and it could lead to further problems down the line. Dealing with
a complication will often take a free time action, start a progress clock, or
require a kingdom affair to properly sort out. Delegating a complication to
someone else is also an option, such as a group of subjects. Good luck with
that.
 
For more information on many of these complications please see the second
Frontier Kingdoms sourcebook, The Wild Frontier.
 
=== Complication Roll Table ===
# Border Problems
# Something's Missing
# Local Trouble
# Unexpected Visitor
# Could You Possibly...
# Wild Nonsense
# Teleportation Circle Malfunction
# Elementals Gathering
# Teleportation Circle Malfunction
# Monster Lair
# Living Dungeon
# Rogue Library
# Treasure Palace
#+ Destructive Surge
 
;(1) Border Problems
Either the wild lands border, or the border to the tamed lands, or maybe even
a border with a neighbouring kingdom. Whichever border it is, there's some
kind of trouble happening there. Maybe monsters are gathering in the wild
lands, or there are some weird buildings or items manifesting out there, or
the shields are acting up. If it's one of your neighbouring frontier kingdoms
then maybe they need a favour, or they've got a problem with something
you've been doing, or they're just stirring up trouble. Maybe they think that
you've been moving the border shields to take over THEIR land—or maybe
they've been shifting the border shields to take over YOUR land.
 
;(2) Something's Missing
Maybe it's a subject, maybe it's the bakery, maybe it's your favourite hairclip.
Questions that might be asked include, who took it? Where was it taken?
How can we find it?
If this problem is ignored, the missing thing might just turn up on its own.
Then again, the princesses might not enjoy just where and how the thing
appears...
 
;(3) Local Trouble
Someone in the kingdom is causing trouble. This could be one of the player
princesses, it could be some of your subjects or an expert or some other
personality within the kingdom. Questions to ask include, who's being
troubled? How serious is it? What can we do to fix it or apologise? Who is in
the right here?
 
;(4) Unexpected Visitor
It might be someone you're happy to see, or the last person you wanted to
turn up at your castle door. The GM might like to make a fortune roll to see
how welcome the visitor is. It could be a faction representative, or a group of
adventurers wanting to camp in your kingdom to do some wild land
exploration. Maybe a group of wandering princesses have arrived in their
travelling castle, parking in the nearby wild lands to calm a severely chaotic
area. It could be a group of Silver Masks hunting down a particularly
dangerous elemental, it could be that nice princess you met at a party
stopping by for a visit, it could just be your rival again, here to mess with your
biz. Whoever or whatever it is, they're not making things any simpler by
being here.
 
;(5) Could You Possibly...
Someone needs a favour. It's probably your patron, or a faction that you have
positive relations with, but then again it might be one that you don't get
along with, or one you haven't had dealings with before. Refusing this
request will either cost Standing equal to the Tier of the faction or group
making the request, or lower your relations with them by one.
Questions to ask include, what is the favour? Why are they coming to you? Is
this something only you can do? Are you going to be rewarded for it?
 
;(6) Wild Nonsense
Living right next to the wild lands comes with its own set of challenges. The
raw magic in the area can manifest in all sorts of ways. Maybe there's a sort
of ghost thing hanging around your kingdom now, floating around and making people uncomfortable. Maybe a group of monsters have turned up,
claiming to be nice and begging for refuge. Maybe it's just regular monsters,
rampaging around and being a nuisance. Maybe all the sheep in the kingdom
have started chanting about taxation without representation.
Whatever it is, it's up to the princesses to decide what to do about it.
 
; (7/9) Teleportation Circle Malfunction
This thing again. Out near the border teleportation circles often act up, due
to wild magic interfering with their function. Generally a problem with the
circle means that it just can't be used, although the malfunction might be
more complicated than that, zapping people to random kingdoms or way out
into the wild lands, or maybe even bringing things through that the
princesses then have to deal with.
Solutions to teleportation circle problems might involve free time actions
spent investigating/fixing, or Reaching Out to the Teleportation
Administration for their expert help. If this complication isn't dealt with
then the princesses are going to have a hard time travelling anywhere that
isn't very local. In addition, teleportation circle problems have the tendency
to escalate exponentially. Better dealt with sooner rather than later.
 
;(8) Elementals Gathering
Elementals are a fact of life in a frontier kingdom. Wild magic sometimes
grounds itself in a twig, or a rock, or a puddle, or just the warmth of a
particularly sunny day, and then that twig or whatever attracts more wild
magic, and before you know it you've got an elemental on your hands.
Elementals tend to grow exponentially, especially once they're big enough to
start moving around on their own. They tend to be simple creatures, not
focused on anything but seeking out more magic to feed on. Know what's a
tasty snack that's just bursting with magic? Frontier kingdom border shields.
So now you've got at least one elemental at your border, its Tier at least equal
to the local Wild, feasting on the magic from the shields. Someone's
probably going to have to do something about that.
 
;(10) Monster Lair
Monster lairs just pop up everywhere in Princess World, like enormous
malignant toadstools. Even in the tamed lands they're a problem. Anyway,
one has appeared in your kingdom. The GM decides just what kind of
monsters they are and how big the monster lair is. On the positive side of
things, monster lairs usually have Treasure inside.
Questions to ask include, who first spotted the lair? What have the monsters
done already? Can they be reasoned with? Where did the lair pop up? How
do the subjects feel about this?
 
;(11) Living Dungeon
Living dungeons aren't actually alive, even if they do move around and
sometimes breathe and talk. They're not necessarily bad either, although
they're often filled with monsters or rebel princesses seeking shelter. There's
usually Treasure in a dungeon, along with a relic or two. They also have a
dungeon heart, which can be anything from a person to an item to an actual
giant heart. Sometimes you can talk to a dungeon's heart, if you reach it, and
ask it questions, or request a boon, or just have a nice chat.
 
Living dungeons have a Tier, although it's not related to your kingdom's
Wild. Roll fortune if you like, and take that as the dungeon's Tier. This
determines how big the dungeon is, and possibly also how confusing its
layout is, how deadly and baffling its traps, and how dangerous its denizens.
Questions to ask include, did the dungeon just arrive nearby or was it
uncovered? What does it look like? Is it causing any problems? Has anyone
taken an interest in it?
 
;(12) Rogue Library
Rogue libraries are off-limits to frontier princesses. Well above your level of
expertise, just far too much for you to handle. So if one pops up in the nearby
wild lands, as appears to have just happened, I recommend that you just
spend a free time action Reaching Out to the Universal Librarians and be
done with it, that's the sensible course of action here.
 
However. Should a princess desire knowledge—perhaps seeking the answer
to a tricky question, or looking for dirt on their rivals, or hoping for books
related to their indulgence or a long term project—then she might dare to
enter the rogue library. Doing so is definitely going to be a challenge, with
the library's Tier being at least the kingdom's Wild and most likely higher.
It's very easy to destabilise a rogue library, too, and they're always filled with
traps and puzzles and often timey-wimey nonsense. If a rogue library
destabilises while you're still inside it then you could easily end up halfway
across Princess World, deep in the wild lands with no clear path home.
Perhaps worse, if the Universal Librarians figure out that you were
responsible for messing up a rogue library then a drop in relations is just
going to be the start of your problems.
 
Still, all that tempting information is just there. Hard to resist the allure of
knowledge, isn't it, princess.
 
;(13) Treasure Palace
Excitingly, a treasure palace has appeared in the wilds near the kingdom's
border. It's a big one, too, the Tier at least the kingdom's Wild+1. Ignoring
this won't come with any negative effects, but if you can get inside the palace
quick enough you might be able to snag the core—plus whatever other
treasure is inside. On the other hand treasure palaces are pretty much always
crawling with elementals and other monsters. You might also have to
contend with other treasure hunters. Your rivals from the next kingdom over
have almost certainly noticed it too. So what are you gonna do, princess?
 
;(14+) Destructive Surge
Oh dear. The wild magic around the kingdom has just gone absolutely
bonkers. This isn't a normal wild magic surge, this is something much worse.
Maybe it's a massively destructive storm, or explosions of glowing energy, or
an enormous elemental. Questions include, what form does the surge take?
What damage has it done already? Who can we ask to help us?
In any case, the GM should choose a consequence or make a fortune roll:
: 1-3: +1 Wild (the surge is like a magnet for elementals and raw magic)
: 4/5: -1 Shield (the surge severely damages your border shields)
: 6: -4 Standing or -1 relations with a faction (your kingdom's reputation
suffers)
 
== Free Time ==
Princesses aren'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
time. Of course they usually end up spending their free time on kingdom-related things anyway, but still.
 
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
take one. Additional actions may be taken at a cost of one Treasure each. If a princess didn't take part in the kingdom affair then she might get an additional
free time action, at the GM's discretion.
 
Each subject group in the kingdom may also take one action during the free time phase. See the Subjects section (pg 41) for details.
 
== Calm The Wilds ==
Any princess can attempt to reduce the level of Chaos and wild magic near
the kingdom's border. Describe how you are acting to reduce chaos and calm
things down, then make an action roll. Reduce Chaos according to the result:
: 1-3: -1 Chaos
: 4/5: -2 Chaos
: 6: -3 Chaos
: Critical: -5 Chaos
Taking a Calm The Wilds action also removes one tick from the Elementals
& Monsters relations clock.
Calm The Wilds rolls may not be escalated.
 
== Training ==
When you train, mark XP in a core trait or Heart and describe what you're
doing to improve yourself.
 
== Borrow Something Special ==
Using this action allows the princess to either borrow one special item for
herself, or to equip a subject group with common items. For example, she
might know that the next kingdom affair will involve an extended trek into
the wild lands to search for a missing girl, and so request protective
equipment for the search party. Or she might want something special for
herself, maybe an anti-elemental weapon or charm.
 
When using this action, roll the kingdom's Tier. The result indicates the
quality of the item you're borrowing, using the kingdom's Tier as a base. On
a partial success, an item of the kingdom's Tier has been borrowed. On a full
success, add one to the item's quality. On a crit, add two to the item's quality.
On a miss, the item is not available. The princess may spend Treasure in
order to increase the result of the roll by one per Treasure spent (eg a failure
becomes a partial success, partial success becomes full success). Note that a
prep point must be spent to have this item during an affair.
 
== Indulge Indulgence ==
By spending a free time action the princess may roll a number of dice equal
to the core trait associated with their indulgence, and subtract the highest
result from their Weight. Note that this is always a d6 roll, and cannot be
escalated.
 
If the result of an indulgence action clears more Weight than the princess has
accumulated then she has fallen into obsession. Choose one negative
consequence:
 
;Overspent:
You've accidentally spent too much money on your indulgence. Pay one Treasure.
 
;Stayed Up Late:
You stayed up well past your bedtime pursuing your indulgence. Take the level 1 harm 'drained'. If you already have 'drained' then take the level 2 harm 'exhausted'. These harms cannot be resisted, and cannot
be removed until after the next kingdom affair.
What Day Is It: You're so focused on your indulgence that you lose track of
time. Either spend an additional free time action or miss the next kingdom
affair (in which case you must play a different character, or else sit it out
entirely).
 
;Attract Attention:
And not the kind you'd want. The strength of your passion
for this indulgence has made your kingdom a target, either from the wild
lands or somewhere else. Increase the kingdom's Chaos by +2.
 
;Manifestation:
Princess obsessions can take on physical form. The very spirit
of your indulgence is following you now, and it's very distracting.
 
;It's Complicated:
Roll a new complication, from the chart in the Complications
section (page 85), with a d6 (don't add Chaos). It's probably something
 
== Reach Out ==
There are a lot of things, in this Princess World, that are beyond the
capabilities of a small unimportant group of frontier princesses. Some clocks
just can't be directly influenced by a princess's actions under normal
circumstances. It's only the machinations of factions that can change the
course of things.
 
However, you should never underestimate the power of a well-worded letter,
or a perfectly timed meet cute, or a productive afternoon of tea and scones
and agendas. With the Reach Out free time action princesses can attempt to
sway a faction, another kingdom, or an Important Person one way or the
other towards those big picture clocks and their kingdom-affecting
consequences. Describe how your princess is acting to influence, then roll an
aspect. The GM will set effect based on relations with that faction, Tiers, and
the appropriateness of your aspect and approach. On achieving a standard
effect or better you've successfully swayed the representative towards your
way of thinking. That faction will, regarding this one matter, lean the way
you want. If a limited effect is achieved then something else will have to be
done. Maybe another free time action will have to be spent, or Treasure or
Standing, or a promise will have to be made.
 
Factions will generally only change their position on an issue by one order of
magnitude at a time. That is, if a faction supports or is opposed to an issue
then a successful Reach Out action will change their position to neutral. If a
faction is neutral on an issue then a successful Reach Out action will push
them into supporting or opposing the matter.
 
If a princess achieves a standard effect on a Reach Out action, the faction's
position will change for the length of this session. If the princess achieved a
greater or higher level of effect then the faction's position will change
permanently, or at least until something significant happens.
 
It might take more than a single action to change a faction's position on an
issue. In that case the GM should create a clock, with successful Reach Out
actions filling in segments according to the level of effect. Once the clock is
filled, that faction will change its stance.
 
You may push yourself on a Reach Out action by spending Standing instead
of, or as well as, Weight. For example, if you spend 2 Standing and mark 2
Weight you could increase effect by two levels, or add two extra dice to the
roll, or add one extra dice and also increase effect by one level.
 
;Improving Relations
Reach Out can be used to improve relations with a faction, another kingdom,
or a single Important Person. In that case the level of effect achieved by this
action translates to ticks on that group's relations clock.
personal and related to your indulgence. Whether you get the other
princesses involved or not is up to you.
 
;Requesting Financial Support
Reach Out actions can also be used to exchange Standing for Treasure.
Reduce Standing by two, choose the faction you're targeting, and roll an
appropriate aspect. Your kingdom's Tier measured against the faction's Tier
(modified by relations) determines your base level of effect. For example, if
your kingdom's Tier is 1 and the faction's Tier is 3, and you have +1 relations
with that faction, then your base level of effect is limited. Remember that you
can spend extra Standing to push yourself on this roll, as well as marking
Weight. You can also trade position for effect, or even escalate the action. Of
course both of those options carry potential consequences, but being a
frontier princess is all about taking risks to get what you need.
Any given frontier kingdom may only request financial support once per
faction per session. If you want to do it more than once then you're going to
have to target a different faction each time. This applies regardless of success
or failure.
 
On a fumble you receive no Treasure, and have annoyed the faction with your
request or otherwise damaged relations with them. Reduce relations with
that faction by -1. This consequence may be resisted.
 
: On a failure you receive one Treasure.
: On a partial success you receive up to two Treasure.
: On a full success you receive up to three Treasure.
: On a critical success you receive up to five Treasure.
 
Increased (or reduced) effect on this action equates to a greater or lesser
amount of received Treasure; plus or minus one per level of effect.
The maximum amount of Treasure that can be gained by this action is equal
to the faction's Tier. For example, if the faction's Tier is two and you roll a
critical success then you receive two Treasure, not five.
 
== Recover ==
Like it or not, frontier life comes with its share of injuries. Fortunately,
princesses naturally recover quickly and as such may always take one recover
action per free time period without spending an action. Make a roll using
Tough, applying all bonuses from the kingdom and other sources. (So if the
kingdom has the Healing Breeze boon and a princess with the Healer special
ability, during each free time period all princesses would roll to recover using
their Tough aspect with +1d from Healer and +1d and increased effect from
Healing Breeze, for a total of +2d and increased effect.)
 
If a princess has more harm to heal after this then they may spend a free
time action to further recover. If you have an expert, subject group, or fellow
princess who can provide treatment then roll with their quality or an
appropriate aspect. If you don't have anyone to heal you, roll using your
Tough with reduced effect. Based on the result mark ticks on your healing
clock:
 
: 1-3: One segment
: 4/5: Two segments
: 6: Three segments
:Crit: Four segments
 
When you fill your healing clock, reduce each instance of harm on your sheet
by one level then clear the clock. If you have more segments to mark, they
roll over. If there's no more harm to heal you should still mark any overheal,
and use them in the next recover roll the princess makes.
 
You may heal yourself if you have the Healer special ability.
 
Note that it's the recovering character that takes the recovery action. Healing
someone else does not cost a free time action for the healer.
Example: Stella has the level 3 harm 'broken arm' as well as the level 1 harms
'drained' and 'bloody nose'. After filling her healing clock, she removes both level 1
harms and reduces her level 3 'broken arm' to a level 2 'arm in cast'.
 
== Take A Break ==
Sometimes you don't want to do anything at all during your free time,
despite everything that's going on in the kingdom. Sometimes you want your
free time to be, you know, free time.
 
Taking this action means you're not doing anything in particular, or maybe
you are, but it's certainly nothing productive. Feel free to describe what you're
doing, or not doing.
 
When you take a break, mark one segment in your healing clock and clear
one Weight.
 
Taking a break does not count as indulging your indulgence.
 
== Long Term Projects ==
When you work on a long term project describe what your character does to
advance the project clock, and roll one of your aspects. Mark segments on the
clock according to your result:
: 1-3: One segment
: 4/5: Two segments
: 6: Three segments
: Crit: Five segments
 
A long term project can cover a wide variety of activities, such as researching
magical artefacts, investigating a mystery, improving relations, writing
reports, changing your character's indulgence, filling party clocks, and so on.
Based on the goal of the project, the GM will tell you the clock(s) to create
and suggest a method by which you might make progress. They will also tell
you any costs involved, and what special things you might need to advance.
In order to work on a project you might first have to achieve the means to
pursue it, which can be a project in itself. For example, you might want to
make friends with a member of a certain faction, but you have no connection
to them. You could first work on a project to attend parties where you might
have the opportunity to make that first contact. Once that's accomplished,
you could start a new project to form a friendly relationship.
 
At the GM's discretion a long term project could add an improvement to the
kingdom, but this will likely require large or multiple clocks and special
resources as well as a significant amount of Treasure. You might also need to
involve a faction, which would require Reach Out actions.
 
=== Reports ===
Part of being a frontier princess is reporting back to your patron faction. Your
focus will help determine what sort of reports you might be expected to
write. Magic Researchers in particular are expected to submit regular reports
on relics and phenomenon they've researched. Treasure Guardians might
write reports on treasures they've found or locations they've looted, Wild
Claimers might write reports about steps they've taken to improve their
kingdom, Social Climbers might write post-action reports on parties, and
Monster Hunters might write journals of their adventurous hunts.
When writing a report create a four segment clock and use relevant actions
to fill it (Bookworm and Sensible are always useful for report writing, but
other aspects might also be effective). Filling one report clock creates a basic
report of quality 0. Each additional four segment clock that is filled increases
the report's quality by one.
 
When a report is submitted, roll its quality. Add ticks to the faction relations
clock according to the level of success, and an additional tick for each level of
quality. (1-3: One tick, 4/5: Two ticks, 6: Three ticks, Crit: Five ticks.) Note
that neither Tier nor relations are factors here. If the GM is amenable then
Standing, Treasure, Kingdom XP, or other rewards could also be given.
 
For example, a group of princesses have worked hard and put together a
quality 2 report. After submitting the report they roll two dice, getting a one
and a five. Four ticks are added to the relations clock with their patron
faction; two for the dice result, and two for the quality of the report.
 
=== Investigate ===
Princesses often need to research things, or get the hot gossip on a kingdom
or faction, or use magic to look into the nearby wild lands—perhaps
searching for something in particular, perhaps just making sure there aren't
any nasty surprises out there.
 
If a princess wants information on something, she can use a free time action
to Investigate. She should name her subject of inquiry, describe how she's
investigating, and roll an appropriate aspect; Bookworm is the go-to research
aspect, while Weird and maybe Nosy are suitable aspects for magical
divination. If the princess is using some sort of device to help her then
Tinker might be appropriate. If she's questioning her contacts then a social
aspect like Chatty or Foxy might be useful. Sometimes Tier will come into
play, especially if the thing has defences against divination or is particularly
esoteric. Ultimately it's up to the GM to determine how effective the
princess's approach might be. Princesses may push themselves, escalate, trade
position and so on to increase their effect on this roll.
 
Success awards hold; one for limited effect, two for standard, three for great.
Princesses may use hold at any time to ask a question about their subject of
inquiry, which the GM should answer honestly. If the information gained
from these questions can be applied within the context of an action the
princess might gain improved position or increased effect, or an extra dice in
the case of an engagement roll.
 
Sometimes an investigation is too big to handle with a single action. In that
case the GM will create a long term project clock. Once it's filled the
princess will gain either two or three hold on the subject; GM's choice.
Example: The princesses have discovered a monster lair in the nearby wild lands,
in an area that also contains things they need for a long term project. One of the
princesses decides to Investigate the monster lair, rolling with Nosy to represent her
efforts; she's using magical divination and also poking around in the nearby area
to see what she turns up. The GM decides that this action will have a standard
effect. She gets a partial success on her roll, which the GM judges to be a limited
effect unless the princess pays two Weight to push it into standard. The princess
decides to just take the limited effect and gets one hold on the monster lair, which
she uses immediately to ask "What weakness does the lair have?"
 
Example: The princesses are having trouble with a neighbouring kingdom. One
princess decides to Investigate to try to dig up any dirt on them. She rolls using
Bookworm, and describes the action as her princess going through official faction
records, newspapers, party reports, anything publicly available. The GM decides
that this approach will have a limited effect—the princess just isn't likely to turn
up anything juicy. However, she manages to get a critical success on her roll, and so
the GM judges her efforts to have a standard effect. Somehow the princess read
between the lines and connected a bunch of dots, and now has two hold to spend
asking questions about this particular kingdom's less wholesome elements.
 
== Winding Down ==
The days of a frontier princess are just packed, this is true. Even her so-called 'free time' 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't care how much work there is to do, I'm stealing ten minutes and just simply
stopping. Have a cup of tea and a biscuit while you stand on your janky little castle's balcony, looking out at the tiny pocket kingdom that is your responsibility. Perhaps you'll be joined by your fellow princesses, those who you struggle beside each and every day. You might have a nice chat about things,
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,
you'll all get back to work.
 
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,
and perhaps even yourselves.
 
== Downtime Discussions ==
Downtime discussions take place while the princesses are (theoretically)
relaxing, perhaps spending a few minutes watching the sun set together, or as
they all share an evening meal, or at night in between plans for the following
day. Downtime discussions can be about anything, but on the following pages
there are some prompts to kick things off. Pick one or roll for it, then chat
amongst yourselves. Alternately everyone involved could roll or pick
something they'd like to talk about, and you could play out a scene involving
everyone's choices.
 
Once the discussion has finished everyone involved should decide if it was a
Fitness, Wit, Charm, Whimsy, or Heart conversation. Do this secretly,
perhaps by turning a d6 to a certain side; 1 for Fitness, 2 for Wit, 3 for
Charm, 4 for Whimsy, 5 or 6 for Heart. Everyone reveals their choice
simultaneously, then marks XP in whatever they revealed. If everyone
revealed the same choice, also mark Kingdom XP.
 
Unfortunately time ticks on, and the precious minutes you stole to just sit
around chatting have passed. How indulgent! How unproductive! Back to
work, princess, or perhaps time to sleep. You'll have to wait until the next
session to have another downtime discussion, unless everyone who wants to
keep chatting marks Weight for shirking duties or staying up past bedtimes.
In that case go ahead and pick something else to talk about, or roll again on
the table, and afterwards mark XP again.
 
Although downtime discussions usually take place during the post-affair
phase, they could also pop up before or even during the session's kingdom
affair. Whenever you've all got a moment to just chat, really. No matter when
they occur, you only get XP for a downtime discussion once per session
unless you pay Weight.
 
=== Beliefs ===
Frontier princesses live busy lives full of pressing demands and heavy
responsibility, with hard decisions to make every day. In such a mercurial and
stressful life it's common to form beliefs, solid things that a princess can hold
on to in the midst of chaos and confusion.
 
Beliefs can be about yourself, another princess, your kingdom, one of the
factions, an individual, an aspect of the world such as elementals or monsters,
other kingdoms, your speciality, a personal code of honour or motto, or
anything else you might come up with.
 
Princesses can form beliefs at any time during a session, but the Winding
Down phase is often when they're solidified.


When you form a new belief, write it down. It might be something like "I
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.
can rely on my fellow princesses" or "Our patron faction doesn't care about
us" or "My kingdom is worth fighting for" or "I have to protect her" or "We
can't trust our neighbours" or "I really like ducks." In general, avoid
beginning beliefs with phrases like 'I feel' or 'I think'. If it's a belief, it's
something that your princess is 100% about. Too solid to doubt.


You may form one new belief in each session. Your first belief comes without
=== Dramatic Outcomes ===
cost, but mark Weight for each subsequent belief you form. It's not a light
* Removed from the scene to recover
thing, to believe so many things so strongly.
* Overcome with power and acts on it immediately
* Incapacitated, possibly returning at a dramatic moment
* Becomes the focus of the scene before collapsing
* The change is subtle, with effects emerging later


Instead of forming a new belief you can alter an existing belief. Maybe
=== Ideas for Heart Scars ===
something has changed, or your thinking has shifted. Altering a belief does
# '''Arrogant:''' This wouldn't have happened if they'd just listened to you. You're better than them. You're better than everyone.
not cost Weight.
# '''Proud:''' You did nothing wrong. It's everyone else who's mistaken.
# '''Vindictive:''' They have wronged you, your friends, your kingdom. They must be punished. 
# '''Merciless:''' Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.
# '''Relentless:''' So what if you're heading for ruin. Just as long as it gets done.
# '''Reckless:''' You've survived worse. You'll survive this, too. Or not. Either way.
# '''Savage:''' You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.
# '''Impatient:''' You have no time for those who stand between you and what must be done. Step aside or be trampled.
# '''Competitive:''' Anything's better than losing.
# '''Cutting:''' No more polite lies. You'll let them all know exactly what you think of them.
# '''Guilty:''' Why did you DO that? Why do you always mess up?
# '''Regretful:''' You've made mistakes. You have to be better.
# '''Anxious:''' What if you're just making things worse? What if every decision you make is wrong?
# '''Withdrawn:''' You avoid relying on others and isolate yourself, even when cooperation would help.
# '''Shy:''' Everyone keeps looking at you, and you don't know how to deal with that.
# '''Apathetic:''' Whatever.
# '''Overwhelmed:''' Everything is too much. You just want things to be simple.
# '''Overprotective:''' As long as they're okay, you're okay. Just don't let them get hurt.
# '''Trusting:''' They know best. You just have to keep faith.
# '''Contentious:''' WHAT DID YOU JUST SAY?
# '''Selfish:''' Someone else can deal with it. You have your own priorities.
# '''Paranoid:''' Everyone's hiding something. Nobody's free of secrets.
# '''Obsessed:''' Just that one thing. That one little thing.
# '''Disillusioned:''' It's not how you thought it'd be. Is there even any point?
# '''Blinkered:''' You ignore anything that challenges your view of the situation.
# '''Unsteady:''' Your movement is impaired. You may limp, shake, or lose balance under pressure.
# '''Supported:''' You cannot walk normally. You rely on a device, mount, or magic to move.
# '''Prosthetic:''' A part of your body has been replaced with magic. It functions, but lacks sensation.
# '''One-Eyed:''' You have lost an eye. You have a blind side and struggle with awareness in close situations.
# '''Transformed Limbs:''' Your limbs are powerful but unwieldy — suited for force, not finesse.
# '''Weapon Bond:''' Your weapon has fused with your body and cannot be set aside.
# '''Marked:''' You bear a visible physical change that cannot be hidden.
# '''Manifest Specialty:''' Your body visibly reflects your Specialty and marks you as unusual.
# '''Manifest Echoes:''' Your Specialty spontaneously generates tiny effects near you.
# '''Stress Echoes:''' Your power leaks out under pressure in uncontrolled ways.
# '''Spark Echoes:''' Your magic manifests unpredictably when you are low on Spark.
# '''Spark Aura:''' Your magic is visibly present and visibly fades as your Spark is spent.


If you act on a belief as part of an action, you may push yourself once without
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.
paying Weight.


At the end of each session, during the advancement phase, if you formed or
=== Heart Scars in Play ===
acted on a belief then mark XP, or two XP if it happened multiple times or in
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.
a dramatic way.


Sometimes a belief will be shattered. It's all part of life and growth as a
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.
frontier princess. If you can no longer believe something then cross out the
belief, mark Weight, and also mark Heart XP.


If one of your beliefs shattered during this session then forming a new belief
==== Player Guidance ====
does not cost Weight.
Do not treat Heart Scars as a failure. They are part of play.


=== Conversation Prompts (1d100) ===
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.
# What was the worst argument you ever had?
# Who do you admire most?
# What's the best compliment you ever received?
# What do you all agree about?
# What was the best meal you ever ate?
# Who or what makes you laugh?
# What's the most insulted you've ever been?
# Did you ever have a nickname?
# What do you miss about the academy?
# Who was your favourite teacher?
# What was your favourite assignment?
# What kind of behaviour can you not stand?
# What creeps you out?
# Are you scared of anything?
# What's your favourite aesthetic or style?
# What's your favourite piece of advice or saying?
# What common interest do you all share?
# What is your least favourite weather or season?
# What is your favourite weather or season?
# Did you like it at the academy?
# What is your favourite animal?
# If you could change one thing about yourself, what would it be?
# What's your home kingdom like?
# Is anyone else in your family a princess?
# What's your favourite monster?
# Is being a frontier princess like you expected?
# Do you like being a frontier princess?
# Did you choose to be a frontier princess?
# What is your least favourite food?
# What is your favourite food?
# Do you have any phobias?
# How did you get interested in your indulgence?
# How did you choose your speciality? Or did it choose you?
# Were you always a princess? If not, how old were
#  when you changed? How did it happen?
# How do you feel about the factions?
# How do you feel about our patron faction?
# How do you feel about our neighbouring frontier kingdoms?
# How do you feel about our neighbouring controlled lands kingdom?
# Do you think you'll stay in this kingdom?
# What was your last nightmare?
# What's a nice dream you've had?
# What's your favourite holiday or special day or event?
# Where do you feel most safe?
# What is your most treasured possession?
# If you could change one thing about our kingdom, what would it be?
# What do you wish you could do that you can't?
# Do you like to cook? What's your go-to meal?
# Are you allergic to anything?
# Do you have any regrets?
# What's the worst trouble you ever got into?
# Have you ever been rescued by anyone?
# Do you have a hero?
# What's the luckiest thing that ever happened to you?
# What's the worst stroke of fortune you ever had?
# If our vault was full to bursting, what would you spend the Treasure on?
# Do you think what we do here matters?
# Did you have any friends at the academy? What were they like?
# What's your bedroom like?
# Do you sleep well?
# What's the weirdest thing you've ever seen?
# What's the most beautiful thing you've ever seen?
# What do you think about The Circle or the Silver Masks?
# What do you think about the Noble Traders or the Royal Architects?
# What do you think about the Strongwall Group or Brave New Lands?
# What do you think about the Guidance Collective or Afternoon Tea Time?
# What do you think about Exploration Unlimited or the Hunter Guild?
# What do you think about the Wandering Stars or the Universal Librarians?
# What do you think about the Luxury Seekers, the Wild Lands Protection Committee, or Nice Monsters?
# What do you think about Speculation Wildhearts or Nowhere?
# What do you think about the Teleportation Administration or the Scientific Promotion Society?
# What do you think about the Scarred Hearts or the Sparkle Union?
# What do you think about the Kingdom Defenders or the Starlight Investigators?
# Do you have any famous family members or ancestors?
# Do you have any siblings? Are any of them princesses?
# Do you think you're more greedy or generous?
# What's the worst thing about being a frontier princess?
# What do you think of our faction rep?
# Did you ever have any pets?
# What do you think of our subjects?
# Is there anything you're hoping to find in the wild lands?
# What do you think about rebel princesses?
# What do you think about fairies?
# Do you have any theories about monsters or magic?
# How did you choose your princess weapon? Or did it choose you?
# If you had to change your speciality, what would you change it to?
# How did you feel when you graduated the academy?
# Do you think we're doing okay?
# Do you think we're heading in the right direction?
# If you had to give a speech to academy princesses, what would you say?
# What's more important, Treasure or Standing?
# Do you think you could be a good teacher?
# What was your best subject at the academy?
# Did you research anything interesting at the academy?
# Were you ever in any clubs?
# What do you wish you were better at?
# What advice would you give to your younger self?
# Have you learned anything by being a frontier princess?
# If you could quit right now, would you?
# What would you rather be doing?
# Are you scared of heart scars?


== Ending The Session ==
==== GM Guidance ====
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.
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
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
you should review XP triggers and award XP to both the princesses and their kingdom.
The end of the session is also the time to roll for and advance big picture clocks.
Elementals & Monsters
Every frontier kingdom has to deal with both monsters and elementals. The
noisier and stompier the princesses are out in the wild lands, the more likely
it is that their little kingdom is going to attract negative attention. When a
kingdom is created make a ten segment relations clock for Elementals &
Monsters and fill in five segments. At the end of each session adjust the
Elementals & Monsters clock as follows:


* For every two points that Chaos increased in this session, add one tick.
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.
* For every wild surge that occurred during the session, add one tick.
* If the princesses didn't spend any significant time in the wild lands, remove one tick.
* For every Calm The Wilds free time action taken, remove one tick.
* If the kingdom has the Border Defences improvement, remove one tick.


Long term projects may be undertaken to drive monsters and elementals
==== Retirement ====
away from the kingdom, if the princesses and the GM can agree on their
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.
effectiveness. Failed rolls or other actions may also increase ticks in this clock
as a consequence.


If the clock is filled, reduce relations with Elementals & Monsters by -1. If
She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.
the clock is emptied, improve relations with Elementals & Monsters by +1
(to a maximum of zero, unless the GM decides otherwise; under normal
circumstances frontier kingdoms cannot have a positive relationship with
Elementals & Monsters). After the relations clock is filled or emptied create
a new ten segment clock with five segments filled.


There are no specific mechanical effects or penalties for having a lower
If she remains:
Elementals & Monsters relation, beyond the usual reduction in free time
* She becomes a cohort under GM control
actions for being at war with a group you have -3 relations with (if it gets
* She avoids situations related to the cause of her final scar
that bad). With that said it does represent the interest of wild lands entities
in the kingdom. It's up to the GM to interpret that as they may.


== Princess Advancement ==
If she leaves:
During the game session:
* The kingdom gains +6 Standing
* When you make a desperate action roll, mark 1 XP in the relevant trait.
* She becomes a contact
* If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.
* If you roll a full success on an escalated action, mark 1 XP in the relevant trait.
* The first time you use your speciality during a session, mark 1 XP in Heart.
* For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.
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.
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
multiple times or in an especially dramatic fashion.
* You dealt with a threat to the kingdom or stood up to a rival.
* Your scars or indulgences led to drama or conflict.
* You ate or drank something new and delicious.
* You embodied the spirit of your speciality.
* You acted on or formed a new belief.
* You escalated an action.
You may mark end-of-session XP in any trait, or in Heart.
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
value of 3, or 4 if the kingdom has the appropriate Mastery improvement.
When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.


== Kingdom Advancement ==
On either path the kingdom gains +1 relations with the faction Scarred Hearts.
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
times or in a dramatic or striking way, mark 2 Kingdom XP for it.
* Your focus-specific XP trigger:
**Monster Hunters: Threat defeated/prey hunted.
**Treasure Guardians: New place explored/loot gained.
**Magic Researchers: Report submitted/relic gained.
**Wild Claimers: Shield is Strong/kingdom improved.
** Social Climbers: +3 relations with faction/relations improved.
* If the princesses discovered something interesting or valuable in the wild lands, mark XP.
* If the princesses had a significant interaction with another kingdom or faction, mark XP.
* If the princesses represented their kingdom at a party or other social event, mark XP.
* If the princesses did something to make their subjects happy, mark XP.
* If the princesses dealt with higher Tier threats or rivals, mark XP.
* 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:
* For each new reputation earned, mark XP.
* 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:
* Choose a new kingdom boon.
* Choose two new kingdom improvements.
* 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.

Latest revision as of 12:43, 27 March 2026

Fox in the Dark logoPrincess World
Fox in the Dark logo
Starfox's Princess World

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.

Fiction First

The story comes first. Begin by describing what is happening in the fiction — who is present, where you are, and what your princess does.

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.

Often, you describe what your princess does, and the GM suggests a range of Actions that fit that approach.

Play It Out

When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does.

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.

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

Indirect Actions

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: You are about to be rushed by a pig you have not yet seen!

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.

The goal of an Indirect Action is usually not to resolve the situation outright, but to prepare, reposition, or avoid a worse Consequence.

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.

Engagement Rolls often create these situations, where the immediate goal is to withstand or respond to unfolding danger.

Action Rolls

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.

The flow of an Action roll is as follows:

  • The player states their goal.
  • The player chooses the Action they wish to use.
  • The GM proposes the Position for the roll.
  • The GM proposes the Effect level.
  • The player may expend resources to:
    • Change Position
    • Change Effect
    • Change the number of dice rolled
  • The player rolls the dice, and the result is resolved.

Player States Goal

State what the princess is trying to achieve, not just what she is doing.

Not just "I attack the monsters," but "I want to drive them off and make them fear me." Not just "I talk to the faction representative," but "I want them to favor my kingdom over my rival's."

The desired outcome should be clear before the roll.

Player Chooses Action

Choose the Action that best matches how the princess approaches the situation.

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.

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.

GM Sets Position

Position describes how dangerous or troublesome the action is. The three Positions are:

  • Controlled: A clear opportunity with little opposition.
  • Risky: A contest on even footing.
  • Desperate: A serious disadvantage or immediate danger.

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 or Gather Information instead.

Position determines the severity of Consequences. Ask: what happens if this goes wrong? How bad can it get? 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.

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.

GM Sets Effect

Effect describes how much the action accomplishes on success. The five Effect levels are:

  • Great: More than expected; additional benefit or advantage.
  • Standard: The intended result.
  • Limited: A partial or weakened result; something remains undone.
  • None: No meaningful effect.
  • Negative: The action cannot succeed without first improving Effect.

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.

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.

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.

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.

Beyond the immediate situation, other factors may modify Effect.

Action

An unusual or poorly suited Action may reduce Effect.

Tier

Tier represents resources, support, and overall power.

When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.

Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.

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.

Scale

Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.

Critical

A Critical roll (2 or more sixes in one roll) increases Effect. This is resolved after the roll and out of the player's control.

Changing Position and Effect

Before the roll, players can adjust Position and Effect by the following options.

Push

Push by spending 2 Stress or accepting a Devil’s Bargain.

Trade Position for Effect

Worsen Position (Controlled → Risky → Desperate) to increase Effect. The reverse is also possible, improving Position by reducing Effect.

This can only be done once per roll. Position cannot be worsened beyond Desperate.

Set Up

Another princess may use teamwork to Set Up the action. See Teamwork.

Devil's Bargain

The GM or another player may offer a Devil’s Bargain. This allows a Push without spending Stress, but introduces a Consequence that cannot be Resisted.

A Devil’s Bargain must fit the situation. Sometimes there is no suitable bargain.

The consequence can be anything, but is usually on the scale of a Risky Position.

Bonus Dice

Roll a number of dice equal to the rating in the chosen Action.

Before the roll, you may gain additional dice from the following sources. Each may be used once per roll.

+1d Your Specialty applies
+1d Reduce Effect, taking a shortcut or easier approach
+1d Another princess Assists you (see Teamwork)
+1d A non-player character with relevant abilities helps out
+1d The situation requires little skill

Player Rolls; Everyone Judges

If you have 1d or more to roll, you roll all the dice and read only the highest die.

If you end up with zero dice, you roll 2d and pick the lowest. 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. This is not a good situation.

The results of the dice roll are important, but interpreting them is vital.

  • 1 — Fumble 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.
  • 2-3 — Failure The action didn't go as planned, and you suffer the Consequence negotiated earlier. You may still have some progress or "fail forward", something happens to move the action along.
  • 4/5 — Partial Success 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.
  • 6 — Full Success You succeed, and also manage to avoid any consequence.
  • 66 — Critical success 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.

Roll and Resolve

If you have 1d or more, roll that many dice and read the highest result.

If you have zero dice, roll 2d and read the lowest result. If you have negative dice, reduce the 2d by that amount, roll, and read the lowest result. This is a bad situation.

The roll determines the outcome, but the table interprets what it means in the fiction.

  • 1 — Fumble Things go badly. You fail, suffer the expected Consequence, and an additional Consequence, usually at the Risky level.
  • 2–3 — Failure You fail and suffer the expected Consequence. The situation still moves forward.
  • 4/5 — Partial Success You succeed, but suffer a Consequence. This may reduce Effect or create a new problem.
  • 6 — Full Success You succeed and avoid any Consequence.
  • 66 — Critical Success If you roll two or more sixes, you gain a full success and an additional benefit, usually increased Effect.

Keep Moving Forward

A partial success is still a success. The action happens and progress is made, but with a cost.

On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.

GM: Apply Consequences, but ensure forward momentum. Even when things go wrong, the situation should change and develop.

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.

Example Effects and Consequences

Effect and Consequences follow the same scale.

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.

Even without an active opponent, the situation itself can impose Consequences on the same scale.

Limited Effect or Controlled Position

Level 1 Harm or a minor delay or setback.

  • Effect is slanted or missing a minor detail
  • Takes more time than expected
  • Tick a clock
  • Thrown off balance or forced out of position
  • Unwanted attention is drawn
  • Momentarily stunned
  • Someone gains sympathy or consideration

Standard Effect or Risky Position

Level 2 Harm or major delay or setback.

  • Effect deviates, affecting more or less than desired
  • Sidetracked for the rest of the scene
  • Tick a clock twice
  • Exposed or cornered in a precarious position
  • Caught in the act
  • Incapacitated for a moment
  • Swayed on a minor point of argument

Great Effect or Desperate Position

Level 3 Harm or a dramatic delay or setback, removing you from the Adventure.

  • Effect does what is vital, but otherwise goes completely wild
  • Lost, abducted, or otherwise removed from the Adventure
  • The alarm is raised
  • In immediate, life-threatening danger
  • Incontestable evidence is left behind
  • Mind controlled or forced to act for the other side
  • Fully convinced by another’s argument

Harm

Harm is a type of Consequence representing injury, shock, or loss of control. Princesses recover quickly and rarely stay down for long.

Harm has three levels, each with one box. When you take Harm, mark a box and describe it. The description determines when penalties apply.

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.

Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.

Recovery

At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).

At the end of an Adventure, clear all remaining Harm.

Harm as Consequence

Harm may represent physical, emotional, or social setbacks.

Harm Levels

  1. Light Harm: Minor injuries or distress. −1d on relevant Actions.
  2. Heavy Harm: Serious injury or loss of control. Reduced Effect on relevant Actions.
  3. Incapacitated: Unable to act unless you Push.

Progress Clocks

A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble. Create a clock when progress needs to be tracked over multiple actions.

Most clocks are relatively short, a 4 tick clock handles most routine situations. Long and complex problems may require long clocks, especially in downtime.

Roll Result Friendly Clock (Effect) Hostile Clock (Consequence)
Fumble (1) Clear all ticks Fill clock
Failure (2–3) 1 tick 2 ticks
Partial Success (4–5) 2 ticks 1 tick
Full Success (6) 3 ticks 0 ticks
Critical (66) 5 ticks Remove 1 tick

Effect modifies ticks:

  • Limited: −1 tick
  • Great: +1 tick

During an Adventure, rolls still carry Consequences as normal.

In downtime, rolls do not generate Consequences, except a Fumble, which clears the clock.

Hostile Clocks

Hostile clocks track threats, opposition, or danger that builds over time.

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.

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.

Resistance Rolls

You may make a Resistance Roll when you suffer a Consequence.

Resistance is always effective. The GM determines whether the Consequence is reduced or avoided, then you roll to determine the Stress cost.

You may only resist a given Consequence once.

Effect

In general, resistance reduces a Consequence by two levels:

  • Deadly → Controlled
  • Standard or Controlled → avoided

In especially dramatic situations, the GM may reduce it by only one level.

Harm is reduced by one level when resisted.

Roll

Roll the Attribute that best matches the Consequence:

  • Insight: Mental strain, magic, or knowledge
  • Prowess: Physical harm or exertion
  • Resolve: Social pressure, emotional strain, or strange effects

The GM chooses the Attribute.

Mark 6 Stress minus the highest die result. On a critical, clear 1 Stress.

Example

Stella is struck by an elemental and would take Level 2 Harm: "Crushed." 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: "Bruised Ribs."

Other Types Of Dice Rolls

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.

Fumble Rolls

Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.

Roll as normal. Only a 1 matters; any other result is a full success.

Gather Information

Use this roll when there is no risk, but the amount or quality of information is uncertain.

Higher results provide clearer, more useful, or more detailed information.

This is commonly used for observation, investigation, or routine tasks where outcome quality matters, such as advancing a Progress Clock without immediate Consequences.

Downtime Rolls

Downtime Rolls are made during downtime to determine how much progress is achieved.

They have no Position. Effect still applies, but Position cannot be traded for Effect.

Downtime Rolls do not generate Consequences, except on a Fumble.

Fortune Rolls

Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.

They are typically rolled as 1d6:

  • 1: worst outcome
  • 2–3: poor outcome
  • 4–5: good outcome
  • 6: best outcome

The GM may modify the number of dice based on circumstances or advantage. 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.

Teamwork

Princesses can work together in several ways using teamwork.

Assist

Assist another princess’s Action roll.

Describe how you help and mark 1 Stress. They gain +1d.

You may Assist even if you have no rating in the Action, as long as your help fits the situation.

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.

Group Actions

A group action allows multiple princesses to act together.

One princess leads and describes how the group approaches the task.

Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.

The leader marks 1 Stress for each participant whose best result is a 1–3.

A 1 is a fumble. The acting princess suffers a Consequence as normal.

Notes

Group actions increase reliability, but not always effectiveness. In situations where numbers are a hindrance (such as sneaking), reduce Effect or require additional rolls.

Protect

Step in to take a Consequence meant for another.

Describe how you intervene, then suffer the Consequence instead. You may resist it as normal.

Set Up Actions

A Set Up action prepares the situation for a following Action.

Describe how you create an advantage, then make an Action roll.

On a 4+, the next Action gains +1 Effect. On a 6, the GM may grant an additional benefit.

A Set Up roll does not generate Effect of its own; it only improves the following Action.

Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.

Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.

Stress

Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.

When Stress reaches 10, clear the track and take a Heart Scar.

Uses of Stress

Stress is a resource used to influence rolls and avoid consequences.

Heart Scars

When Stress reaches 10, clear it and take a Heart Scar.

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.

Dramatic Outcomes

  • Removed from the scene to recover
  • Overcome with power and acts on it immediately
  • Incapacitated, possibly returning at a dramatic moment
  • Becomes the focus of the scene before collapsing
  • The change is subtle, with effects emerging later

Ideas for Heart Scars

  1. Arrogant: This wouldn't have happened if they'd just listened to you. You're better than them. You're better than everyone.
  2. Proud: You did nothing wrong. It's everyone else who's mistaken.
  3. Vindictive: They have wronged you, your friends, your kingdom. They must be punished.
  4. Merciless: Whatever lenience you once had is gone. You will cut those who oppose you without hesitation.
  5. Relentless: So what if you're heading for ruin. Just as long as it gets done.
  6. Reckless: You've survived worse. You'll survive this, too. Or not. Either way.
  7. Savage: You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.
  8. Impatient: You have no time for those who stand between you and what must be done. Step aside or be trampled.
  9. Competitive: Anything's better than losing.
  10. Cutting: No more polite lies. You'll let them all know exactly what you think of them.
  11. Guilty: Why did you DO that? Why do you always mess up?
  12. Regretful: You've made mistakes. You have to be better.
  13. Anxious: What if you're just making things worse? What if every decision you make is wrong?
  14. Withdrawn: You avoid relying on others and isolate yourself, even when cooperation would help.
  15. Shy: Everyone keeps looking at you, and you don't know how to deal with that.
  16. Apathetic: Whatever.
  17. Overwhelmed: Everything is too much. You just want things to be simple.
  18. Overprotective: As long as they're okay, you're okay. Just don't let them get hurt.
  19. Trusting: They know best. You just have to keep faith.
  20. Contentious: WHAT DID YOU JUST SAY?
  21. Selfish: Someone else can deal with it. You have your own priorities.
  22. Paranoid: Everyone's hiding something. Nobody's free of secrets.
  23. Obsessed: Just that one thing. That one little thing.
  24. Disillusioned: It's not how you thought it'd be. Is there even any point?
  25. Blinkered: You ignore anything that challenges your view of the situation.
  26. Unsteady: Your movement is impaired. You may limp, shake, or lose balance under pressure.
  27. Supported: You cannot walk normally. You rely on a device, mount, or magic to move.
  28. Prosthetic: A part of your body has been replaced with magic. It functions, but lacks sensation.
  29. One-Eyed: You have lost an eye. You have a blind side and struggle with awareness in close situations.
  30. Transformed Limbs: Your limbs are powerful but unwieldy — suited for force, not finesse.
  31. Weapon Bond: Your weapon has fused with your body and cannot be set aside.
  32. Marked: You bear a visible physical change that cannot be hidden.
  33. Manifest Specialty: Your body visibly reflects your Specialty and marks you as unusual.
  34. Manifest Echoes: Your Specialty spontaneously generates tiny effects near you.
  35. Stress Echoes: Your power leaks out under pressure in uncontrolled ways.
  36. Spark Echoes: Your magic manifests unpredictably when you are low on Spark.
  37. Spark Aura: Your magic is visibly present and visibly fades as your Spark is spent.

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.

Heart Scars in Play

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.

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 Tender action.

Player Guidance

Do not treat Heart Scars as a failure. They are part of play.

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.

GM Guidance

Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.

Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.

Retirement

Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.

She becomes an NPC in the kingdom or leaves for the controlled lands. The player creates a new character.

If she remains:

  • She becomes a cohort under GM control
  • She avoids situations related to the cause of her final scar

If she leaves:

  • The kingdom gains +6 Standing
  • She becomes a contact

On either path the kingdom gains +1 relations with the faction Scarred Hearts.