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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. Imagine what happens in the story, imagine who is there and what the place looks like, and only then think about what to do. Once you have decided what to do, pick the Action you want to roll, which can lead to a short discussion. Often you will say what you want to do, and the GM will give you a range of Actions that can do that.
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 ==
Dealing with a threat, obstacle, situation or anything else that might require a roll of the dice also requires an approach. How is your princess acting? What kind of attitude do they have? What aspect of themselves is most expressed, in this situation?
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, as you do. She could yell at it to stop using Stylish, she could run after it using Swift, she could utilize her surroundings to improvise a trap using Supple, she could sing a special pig-calling song using Tender or try to tame the pig using Pulse.
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 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!'' In such a situation your options you rely on the perceptive aspects of you Actions. Flowing allows you to spot the pig, Pulse feels the shaking of the earth, Tender may let you intuit what is happening. Your Effect probably starts at limited, perhaps only letting you get ready. The main point here is to avoid a bad Consequence. Engagement Rolls are create this type of event, where the main goal is to survive.
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 to do something that's dangerous or troublesome, they make an Action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.
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.
Generally, the flow of order for an action is as follows:


* The player states their goal for the action.
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 sets the position for the roll.
* The GM proposes the Position for the roll.
* The GM sets the effect level for the action.
* 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 we judge the result.
* The player rolls the dice, and the result is resolved.


=== Player States Goal ===
=== Player States Goal ===
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 "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.
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's a lot of overlap here, but generally the GM and the player should agree on the appropriate Action to use. For example, rolling using Flash when you're trying to pick a lock isn't the most appropriate Action, but it could be if you're just trying to kick the door open. The GM might change Position or Effect depending on the Action used, and how convincingly the player explains how they're using it.
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 ===
The position is how dangerous or troublesome the action is for the player. The three positions are:
Position describes how dangerous or troublesome the action is. The three Positions are:


* '''Controlled:''' There's a clear opportunity, you have an opening, there's little 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 but there's an obstacle. If it's a particularly dangerous situation, make it desperate. If it's less dangerous, controlled. If it is safe, don't roll, or make a [[#Fumble Rolls|Fumble Roll]] instead.
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.


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


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 just be a binary pass or fail choice, other times there may be degrees of success. The five basic effect levels are:
Effect describes how much the action accomplishes on success. The five 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. 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.
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 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.''


Beyond the immediate situation, some other thing will also change the initial Effect.
Beyond the immediate situation, other factors may modify Effect.


==== Action ====
==== Action ====
Sometimes the GM will allow the use of an Action unusual for the task, but this might have a worse Effect.
An unusual or poorly suited Action may reduce Effect.


==== Tier ====
==== Tier ====
Tier represents resources and support, the magic of her kingdom, the Wild of the local wild lands, and the general level of power in the campaign.  
Tier represents resources, support, and overall power.


When a princess is dealing with something of the same Tier, her effect will be based on the situation as described above. When dealing with a higher Tier the princess's effect will be reduced by the difference between the Tiers. If the princess's Tier is higher, Effect improves.  
When facing an equal Tier, Effect is unchanged. A higher Tier reduces Effect by the difference. A lower Tier increases it.


''Example: A princess is from a Tier 2 kingdom and dealing with Tier 1 monsters then she'll be at great Effect from the start, barring other factors.''
''Example: A Tier 2 princess facing Tier 1 opponents begins at Great Effect.''


''Example: Princess Stella is attempting to bypass a magical barrier. Her kingdom is Tier 2. The barrier is Tier 3. Stella is outclassed, so her effect will be reduced.
''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 player princess from a Tier 1 kingdom is trying to improve relations with a princess representing a Tier 4 kingdom and the base Effect is standard. The player princess will begin negative Effect — one level lower than no Effect. She'll have to figure out how to improve her effect by at least two levels just to get to limited.  


==== Scale ====
==== Scale ====
Scale represents the number of opponents, size of an area covered, scope of influence, and so on. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance.
Scale reflects numbers, size, or scope. Larger Scale helps in open conflict but hinders subtle actions.


How many are needed to provide Scale depends on the Tier of the kingdom.
==== 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.  


==== Relations ====
=== Changing Position and Effect ===
Relations mostly affect social actions. Increase or decrease effect by the level of relations. For example, when asking a favor from a neighboring kingdom with +1 relations, the princess would increase her level of effect by one. When Reaching Out to a faction with which the princess's kingdom has -2 relations, reduce effect by two levels.
Before the roll, players can adjust Position and Effect by the following options.


=== Changing Position and Effect ===
==== Push ====
This initial Effect which can be improved via critical successes or by special abilities, by trading Position for Effect, or by Pushing.
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.


* A '''Critical roll''' increases Effect. This is unusual in that it is decided after the roll is made
This can only be done once per roll. Position cannot be worsened beyond Desperate.
* A player may '''Push'''. The princess must either spend 2 points of Stress or accept a [[#Devil's Bargain|Devil's Bargain]].
* A player may '''Trade Position For Effect'''. This represents the princess taking riskier actions, cutting corners, generally sacrificing her own safety in order to get into a more effective position. In mechanical terms the princess worsens her position by one level (controlled → risky, risky → desperate) and increases her effect. Sometimes you will want to do the opposite, and improve Position by reducing Effect.


You can only do this once for each roll, and you cannot move your Position 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 ====
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.  
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 always fit the situation, and sometimes there just is no good choice available.
 
Its OK to ask the other players' for ideas.
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.
=== 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 ===
Sixes are great, obviously. We all love a six. Most of the time, 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.
A partial success is still a success. The action happens and progress is made, but with a cost.


GM, balance the consequences you dish out with forward momentum. Tick those clocks, deal that harm, increase that Chaos, but make sure you're also 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.
On a failure, avoid portraying the princess as incompetent. Instead, show how the situation is difficult, unstable, or interrupted by outside factors.


Princess, remember the tools you have available to control the narrative. You can always resist consequences at the cost of Stress. This is very powerful! No matter what pain the GM dishes out, you have the option to just say "Nope!" Of course you then have to deal with mounting Stress 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.
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 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.
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.
* It takes more time than expected
* Effect is slanted or missing a minor detail
* Tick an alarm clock
* Takes more time than expected
* Tick a clock
* Thrown off balance or forced out of position
* Thrown off balance or forced out of position
* Unwanted attention is drawn
* Unwanted attention is drawn
* Momentarily stunned
* Momentarily stunned
* Someone gains sympathy or earns consideration
* 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
* Sidetracked for the rest of the scene
* Two ticks on alarm clock
* Tick a clock twice
* Exposed or cornered in a precarious position
* Exposed or cornered in a precarious position
* Caught in the act
* Caught in the act
* Incapacitated for a moment
* Incapacitated for a moment
* Swayed or impressed by a minor argument
* Swayed on a minor point of argument


=== Great Effect or Deadly Consequence ===
=== Great Effect or Desperate Position ===
Level 3 Harm or a dramatic delay or setback to take you out of the Adventure.
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
* Lost, abducted, or otherwise removed from the Adventure
* The alarm is raised
* The alarm is raised
* In immediate, life-threatening danger
* In immediate, life-threatening danger
* Incontestable evidence is left behind
* Incontestable evidence is left behind
* Mind controlled or confused into acting for the other side
* Mind controlled or forced to act for the other side
* Awed or fully convinced by another’s argument
* Fully convinced by another’s argument


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


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


Harm comes in three levels as a series of three boxes.
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.
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 for long.  
Princesses do not die or suffer permanent effects from Harm. Lasting consequences come from Stress and Heart Scars.
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.
=== Recovery ===
At the end of each scene, reduce all Harm by one level (Level 3 → Level 2 → Level 1 → cleared).


# '''Light Harm:''' Limb injuries or a loss of temper giving -1d on relevant Actions.
At the end of an Adventure, clear all remaining Harm.
# '''Heavy Harm:''' Body wounds, rage, loss of self-control. Lose Effect on relevant Actions.
 
# '''Incapacitated:''' Unconscious or delirious, unable to act at all unless you Push.
=== 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. Make a progress clock when you need to track ongoing effort, the approach of impending trouble, the passage of time, progress towards finishing a project, and so on.  
A progress clock is a circle divided into segments, used to track effort, time, or approaching trouble.
Generally, actions will fill progress clocks at the following rate:
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


* '''Fumble (1)''': Lose all ticks
In especially dramatic situations, the GM may reduce it by only one level.
* '''Failure (2-3)''': One tick
* '''Partial Success (4-5)''': Two ticks
* '''Full Success (6)''': Three ticks
* '''Critical Success (66)''': Five ticks


Levels of Effect reduces the ticks by 1 (limited Effect) or increases the ticks by 1 (great Effect).
Harm is reduced by one level when resisted.
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 ===
=== Roll ===
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.
Roll the Attribute that best matches the Consequence:


''Example, each faction or kingdom with which the player princesses have contact will have a six segment relations clock. This clock earns ticks via social actions, doing favors for that group, and so on. When the clock is filled it resets to zero and relations with that group are improved by +1.''
* '''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 ===
Sometimes a situation is relatively easy to succeed at, but there is a chance you might fumble.
Use a Fumble Roll when success is likely, but failure would be inconvenient or embarrassing.
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.
Roll as normal. Only a '''1''' matters; any other result is a full success.


=== Gather Information ===
=== Gather Information ===
Sometimes the situation is safe, but the benefit is uncertain. This is the opposite of a [[# Fumble Rolls| Fumble Roll]]. As the name says this is mostly about spotting, investigation, and ¤
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 ===
Between dealing with those pesky Adventures princesses can perform downtime activities in relative comfort. You make downtime rolls to see how much they get done. Downtime rolls have no Position and thus you cannot trade Position for Effect.
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 rolls are made when something is purely down to luck. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How capable is this subject? How badly does that wild magic burst affect the crops? How many of those falling rocks hit that goat? How does this kingdom feel about ducks? Is this visiting princess helpful and competent or selfish and interfering?
Fortune Rolls are used when the outcome is uncertain and not driven by a princess’s action.


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.
They are typically rolled as 1d6:
* 1: worst outcome
* 2–3: poor outcome
* 4–5: good outcome
* 6: best outcome


=== Resistance Rolls ===
The GM may modify the number of dice based on circumstances or advantage.
A player can make a resistance roll when their character suffers a 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 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 mark Stress and manage to catch it at the last second.
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.


You may only resist a given consequence once.
== Teamwork ==
Princesses can work together in several ways using teamwork.


Resistance is always automatically effective. The GM will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you'll make a resistance roll to see how much Stress your character marks as a result of their resistance.
=== Assist ===
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.
Assist another princess’s Action roll.


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


* '''Insight:''' Mental harm and effort; magical damage, fatigue from study, messing up an invention
You may Assist even if you have no rating in the Action, as long as your help fits the situation.
* '''Prowess:''' Physical harm and effort; being thrown around, taking damage, falling, exhaustion, dropping something
* '''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 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.
''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.''


''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'.''
=== Group Actions ===
A group action allows multiple princesses to act together.


== Teamwork ==
One princess leads and describes how the group approaches the task.
Princesses can work together in various ways, most can be covered by the teamwork rules.


=== Assist ===
Each participant chooses an Action (with GM approval) and rolls. The single best result is used for the group.
This is the most common and easy way to help someone else with an Action roll.  
Its a good way to contribute even when you don’t have a rating in the action at hand. 
As long as it makes sense you can Assist, it takes no special ability or Action.


Describe how you are of assistance, make 1 Stress, and the princess you are assisting gains +1d on their roll.
The leader marks 1 Stress for each participant whose best result is a '''1–3'''.


You cannot Assist an action ¤
A '''1''' is a fumble. The acting princess suffers a Consequence as normal.


''Examples: Opening the door as someone charges trough, supporting them physically as they climb, holding their hand in a social or mental challenge, encouraging words or even glances to fill them with confidence. ''
=== 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.


=== Group Actions ===
=== Protect ===
A group action is several people working together.  
Step in to take a Consequence meant for another.


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


One princess nominates themselves as leader and describes the task at hand.
=== Set Up Actions ===
Everyone then decides on an Action to roll with the GM's approval.
A Set Up action prepares the situation for a following Action.
This is often the same Action for everyone, but not necessarily so.  


Each PC involved makes an Action roll and the team counts the single best result as the overall effort for everyone who rolled.
Describe how you create an advantage, then make an Action roll.
However, the character leading the group action takes one Stress for each PC that rolled a failure ('''2-3''') as their best result.
A fumble ('''1''') indicates a serious error that causes the fumbler to suffer a consequence in the normal manner.


A group action almost guarantees success, at a stress cost for the leader.  
On a '''4+''', the next Action gains +1 Effect.
In some cases, this makes little sense; a group sneaking together should not be significantly easier than doing it alone. In such cases reduce the Effect. For Stealth, Effects indicates the speed and how far you can get on a single roll, a group is slower and needs to roll more often.
On a '''6''', the GM may grant an additional benefit.


=== Set Up Actions ===
A Set Up roll does not generate Effect of its own; it only improves the following Action.
A Set Up action is a more active way of helping another than a mere [[#Assist|Assist]].
This can represent a distraction, musical accompaniment, providing leverage, or directly coordinated effort such as forcing a door open together.
In some cases you can Set Up for yourself, either by taking time right before the action or in a flashback; drawing that special rune or planning that special disguise ahead of time.


A Set Up is a normal Action roll, but lacks Effect, there is only Position to consider.  
Only one princess may Set Up a given Action. NPCs generally cannot perform Set Up actions.
When a Set Up action succeeds, you increase the Effect of another's action.


Only one princess can Set Up a particular action, NPCs generally cannot do Set Up actions.
''Examples: Creating a distraction, providing leverage, performing music to support an ally, or preparing tools or positioning in advance.''


=== Protect ===
== Stress ==
If you're in a position to do so, you may step in to face a consequence that someone else would otherwise face. Describe how you intervene, then suffer the consequence in their place. You may roll to resist it as normal.
Princesses have a Stress track with ten steps. Stress represents emotional strain and burden.


== Stress ==
When Stress reaches 10, clear the track and take a [[#Heart Scars|Heart Scar]].
Princesses have a Stress counter with ten steps. Stress represents the 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 Stress reaches ten then it is reset to zero and the princess takes a [[#Heart Scars|Heart Scar]].


=== Uses of Stress ===
=== Uses of Stress ===
Stress is a resource under the player's control, used to modify action rolls and escape consequences.  
Stress is a resource used to influence rolls and avoid consequences.


* [[#Changing Position and Effect|Push]] to improve the Effect of an action.
* [[#Push|Push]] to improve Effect
* [[#Assist|Assist]] to help another's action by giving them +1d.
* [[#Assist|Assist]] to give another princess +1d
* [[#Resistance Rolls|Resist]] a Consequence to avoid a detrimental result.
* [[#Resistance Rolls|Resist]] a Consequence
* Some special abilities cost Stress to use.


== Heart Scars ==
== Heart Scars ==
If Stress reaches ten then the princess has pushed herself too far and her heart will be scarred as a consequence. Reset Stress to zero then pick an appropriate scar from the list. The emergence of a scar is a dramatic event and can completely change the course of a scene. The GM has the final say over how a new scar affects events, and over what actions the princess may take for the remainder of the affair. Some suggestions for how heart scarring might play out:
When Stress reaches 10, clear it and take a [[#Heart Scars|Heart Scar]].


* 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.
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.
* The princess is filled with dramatic power, and immediately utilities this power in a manner appropriate to her new scar. This could attract the wrong sort of attention, increasing the kingdom's Chaos.
 
* The princess is incapacitated by the impact of this new scar, and is considered incapacitated. However, if the GM deems it appropriate she may come back into the scene at a dramatic moment.
=== Dramatic Outcomes ===
* All focus is upon the princess. Her player takes control of the scene and it plays out with the newly scarred princess in the spotlight. After the scene has built to an appropriately dramatic climax, the princess collapses or is otherwise incapacitated; cutting to a new scene or the aftermath of the affair might be appropriate.
* Removed from the scene to recover
* 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.
* 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 ===
# '''Regretful:''' You've made mistakes. You have to be better.
# '''Arrogant:''' This wouldn't have happened if they'd just listened to you. You're better than them. You're better than everyone.
# '''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.
# '''Proud:''' You did nothing wrong. It's everyone else who's mistaken.
# '''Competitive:''' Anything's better than losing.
# '''Vindictive:''' They have wronged you, your friends, your kingdom. They must be punished.
# '''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.
# '''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.
# '''Idealistic:''' You're right! You KNOW you're right! If only you could make them understand!
# '''Savage:''' You abandon restraint. When opposed, your instinct is to overwhelm, crush, or destroy rather than negotiate or hold back.
# '''Blinkered:''' This is fine.
# '''Impatient:''' You have no time for those who stand between you and what must be done. Step aside or be trampled.
# '''Relentless:''' So what if you're heading for ruin. Just as long as it gets done.
# '''Competitive:''' Anything's better than losing.
# '''Paranoid:''' Everyone's hiding something. Nobody's free of secrets. The only sane position is one of suspicion.
# '''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.
# '''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.
# '''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.


=== Heart Scars In 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.
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 honor, 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. The Action for supporting someone with a heart scar is [[Actions_(PW)#Tender|Tender]].
==== GM Guidance ====
Do not surprise players with a Heart Scar. Make the risk clear when Stress is high.


For players, don't be too scared of heart scars. Getting one isn't the end of the world. From a game play point of view there's no mechanical penalty for taking a scar, your Stress gets completely cleared, and if you use the scar for roleplaying. Of course if you get too many you're forced to retire, 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.
Gaining a scar should feel like the result of choices: pushing, resisting, and taking risks.


For the GM, don't be scared to pile on the Stress, but if a princess is close to gaining a heart scar it can be a good idea to bring it up whenever she takes action or does anything that could push her over the edge. If a princess is about to resist a consequence, for example, make sure to tell her that if she rolls under a certain number then she's going to take enough Stress 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 Stress, you could even offer a heart scar as part of a Devil's Bargain. She doesn't have to roll that desperate action. She'll have full narrative control of how this thing plays out. All of her Stress will be cleared. The only price is a scarred heart.
==== Retirement ====
Heart Scars are permanent. When a princess gains her fourth scar, she retires from active play.


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


The retiring princess may remain in the kingdom as a cohort 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.
If she remains:
* She becomes a cohort under GM control
* She avoids situations related to the cause of her final scar


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 contact for the kingdom. 
If she leaves:
* The kingdom gains +6 Standing
* She becomes a contact


When a princess retires due to heart scarring her kingdom gains +1 relations with the faction Scarred Hearts.
On either path the kingdom gains +1 relations with the faction Scarred Hearts.

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.