Gameplay (PW): Difference between revisions
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Princess | 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 == | ||
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 == | == Play It Out == | ||
When facing a threat, obstacle, or uncertain situation, how your princess acts matters as much as what she does. | |||
For example, a princess is dealing with a runaway pig | 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 === | === Indirect Actions === | ||
Sometimes you | 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 == | == Action Rolls == | ||
When a princess attempts | 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 player states their goal | The flow of an Action roll is as follows: | ||
* The player states their goal. | |||
* The player chooses the Action they wish to use. | * The player chooses the Action they wish to use. | ||
* The GM | * The GM proposes the Position for the roll. | ||
* The GM | * The GM proposes the Effect level. | ||
* The player may expend resources | * The player may expend resources to: | ||
** Change Position | ** Change Position | ||
** Change Effect | ** Change Effect | ||
** Change the number of dice rolled | ** Change the number of dice rolled | ||
* The player rolls the dice and | * The player rolls the dice, and the result is resolved. | ||
=== Player States Goal === | === Player States Goal === | ||
Not just "I attack the monsters" | 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 === | === Player Chooses Action === | ||
There | 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 === | === GM Sets Position === | ||
Position describes how dangerous or troublesome the action is. The three Positions are: | |||
* '''Controlled:''' | * '''Controlled:''' A clear opportunity with little opposition. | ||
* '''Risky:''' | * '''Risky:''' A contest on even footing. | ||
* '''Desperate:''' | * '''Desperate:''' A serious disadvantage or immediate danger. | ||
By default, | 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. | ||
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 === | === GM Sets Effect === | ||
Effect describes how much the action accomplishes on success. The five Effect levels are: | |||
* Great: | * '''Great:''' More than expected; additional benefit or advantage. | ||
* Standard: | * '''Standard:''' The intended result. | ||
* Limited: | * '''Limited:''' A partial or weakened result; something remains undone. | ||
* None: | * '''None:''' No meaningful effect. | ||
* Negative: | * '''Negative:''' The action cannot succeed without first improving Effect. | ||
The initial 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 | ''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 | ''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 | ''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, | Beyond the immediate situation, other factors may modify Effect. | ||
==== Action ==== | ==== Action ==== | ||
An unusual or poorly suited Action may reduce Effect. | |||
==== Tier ==== | ==== Tier ==== | ||
Tier represents resources | Tier represents resources, support, and overall power. | ||
When | When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it. | ||
''Example: A | ''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.'' | |||
''Example: A | |||
==== Scale ==== | ==== Scale ==== | ||
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|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|Set Up]] the action. See [[#Teamwork|Teamwork]]. | |||
==== Devil's Bargain ==== | ==== 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 | |||
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 === | ||
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 [[Princess_Abilities_(PW)#Specialty|Specialty]] applies | : +1d Your [[Princess_Abilities_(PW)#Specialty|Specialty]] applies | ||
: +1d | : +1d Reduce Effect, taking a shortcut or easier approach | ||
: +1d Another princess | : +1d Another princess [[#Assist|Assists]] you (see [[#Teamwork|Teamwork]]) | ||
: +1d A non-player character with abilities | : +1d A non-player character with relevant abilities helps out | ||
: +1d The | : +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 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''' | * '''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 | * '''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. | ||
=== 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 === | === 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 == | == Example Effects and Consequences == | ||
Effect and | 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 === | === Limited Effect or Controlled Position === | ||
Level 1 Harm or a minor delay or setback. | 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 | ||
* Someone | * Unwanted attention is drawn | ||
* Momentarily stunned | |||
* Someone gains sympathy or consideration | |||
=== Standard Effect or Risky Position === | === Standard Effect or Risky Position === | ||
Level 2 Harm or major delay or setback. | 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 | * Caught in the act | ||
* | * Incapacitated for a moment | ||
* | * Swayed on a minor point of argument | ||
=== Great Effect or | === Great Effect or Desperate Position === | ||
Level 3 | 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 == | ||
Harm is a | 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. | |||
If you take Harm | |||
Princesses | 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). | |||
# '''Light Harm:''' | At the end of an Adventure, clear all remaining Harm. | ||
# '''Heavy Harm:''' | |||
# '''Incapacitated:''' | === Harm as Consequence === | ||
Harm may represent physical, emotional, or social setbacks. | |||
=== Harm Levels === | |||
# '''Light Harm:''' Minor injuries or distress. −1d on relevant Actions. | |||
# '''Heavy Harm:''' Serious injury or loss of control. Reduced Effect on relevant Actions. | |||
# '''Incapacitated:''' Unable to act unless you Push. | |||
== Progress Clocks == | == Progress Clocks == | ||
A progress clock is a circle divided into segments. | 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. | |||
{| class="wikitable" | |||
! 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 == | == Other Types Of Dice Rolls == | ||
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. | 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 === | === 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 === | === 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 Clocks|Progress Clock]] without immediate Consequences. | |||
=== Downtime Rolls === | === 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 === | ||
Fortune | 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 | 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. | |||
A Set Up | |||
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 Scars|Heart Scar]]. | |||
=== Uses of Stress === | === Uses of Stress === | ||
Stress is a resource | Stress is a resource used to influence rolls and avoid consequences. | ||
* [[# | * [[#Push|Push]] to improve Effect | ||
* [[#Assist|Assist]] to | * [[#Assist|Assist]] to give another princess +1d | ||
* [[#Resistance Rolls|Resist]] a Consequence | * [[#Resistance Rolls|Resist]] a Consequence | ||
== Heart Scars == | == Heart Scars == | ||
When Stress reaches 10, clear it and take a [[#Heart Scars|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 | ||
* The | * 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 === | === Ideas for Heart Scars === | ||
# ''' | # '''Arrogant:''' This wouldn't have happened if they'd just listened to you. You're better than them. You're better than everyone. | ||
# '''Proud:''' You did nothing wrong. It's everyone else who's mistaken. | # '''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. | # '''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. | # '''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. | # '''Shy:''' Everyone keeps looking at you, and you don't know how to deal with that. | ||
# '''Apathetic:''' Whatever. | # '''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. | |||
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 [[Actions_(PW)#Tender|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. | |||
Latest revision as of 12:43, 27 March 2026
| 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
- Light Harm: Minor injuries or distress. −1d on relevant Actions.
- Heavy Harm: Serious injury or loss of control. Reduced Effect on relevant Actions.
- 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
- Arrogant: This wouldn't have happened if they'd just listened to you. You're better than them. You're better than everyone.
- 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.
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.
