Courts (PW): Difference between revisions

From Action
Jump to navigation Jump to search
Starfox (talk | contribs)
No edit summary
Starfox (talk | contribs)
 
(29 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{PW}}{{FiD}}{{tocright}}
{{PW}}
{{tocright}}
Every princess belongs to at least two social groups, a coterie — her closest friends, and a court — her professional peers. Courts are courses in the last years at Princess Academy, there you meet and work with others of similar interests. For many this is a liberating experience, allowing them to drop subjects they are just not interested in.


{| class="wikitable" align=left
! style="padding:4px;" | '''Branch'''
! style="padding:4px;" | '''Lead'''
! style="padding:4px;" | '''Anchor'''
|-
| style="padding:4px;" | '''Insight'''
| style="padding:4px;" | [[#Caller|Caller]]
| style="padding:4px;" | [[#Witch|Witch]]
|-
| style="padding:4px;" | '''Prowess'''
| style="padding:4px;" | [[#Knight|Knight]]
| style="padding:4px;" | [[#Dancer|Dancer]]
|-
| style="padding:4px;" | '''Resolve'''
| style="padding:4px;" | [[#Diva|Diva]]
| style="padding:4px;" | [[#Darling|Darling]]
|-
| style="padding:4px;" | '''Errant'''
| style="padding:4px;" | [[#Wildheart|Wildheart]]
| style="padding:4px;" | [[#Artificer|Artificer]]
|}
Advanced studies at Princess Academy are divided into branches by Attribute (Insight, Prowess, Resolve) with a further maverick branch called Errant. In each group there are two courts — a lead court and an anchor court. These courts have long formal titles, but everyone uses their shorter, punchy names.


== For All ==
Your court is not just a job description, it is a social network of princesses used to working together.
=== General ===
The ''lead'' courts are the instigators and portal figures of each branch, princesses accustomed to risk and direct action.
''Anchors'' are the planners and maintainers, holding the fort and setting up for success.
A coterie usually has princesses that are a mix of courts, leads and anchors from various branches, all working to compliment each other.


==== Additional Companion ====
== Insight ==
Insight courts focus on magic.
It is a high-prestige, competitive branch, full of everyday rivalries and competitive displays. 


==== Sparky ====
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You have an additional 2 Spark to spend.


==== Righteousness ====
=== Caller ===
When making an action roll that involves a higher-tier threat,  
“Now, witness the power of my magic!”
gain +1d per difference in Tier when you invoke your patron's name or purpose. 
: — Megumin (''KonoSuba: God’s Blessing on This Wonderful World!'' (2016))


== Insight ==
As a caller, you are an Insight lead, the champion of magic. Nothing is too hard for you, no magic is too strong for you to use. Others study and refine; you act. You trust in your spell to carry the moment and shape the world directly. Others fiddle with detail; you know your spell can win, and that is what you live for.
=== General ===


==== Teleportation ====
'''Touchstones:''' 
You can do a short show to teleport to a remote location, such as another kingdom or significant ruin. This speeds up travel immensely. You can bring allies along by spending one prep for each. Princess passengers can pay this prep cost for themselves.
Lina Inverse (''Slayers'' (1995)),
When you push or Protect That Smile you can move instantaneously to a nearby location you are aware of without passing the space in between and pick one: ''They did not expect this — you slip away — you intercept anything.''
Sailor Mars / Rei Hino (''Sailor Moon'' (1992)),
Megumin (''KonoSuba: God’s Blessing on This Wonderful World!'' (2016)),
Glimmer (''She-Ra and the Princesses of Power'' (2018)).


''Limited teleportation can be had using princess magic (p 82), but this allows long range teleportation.''
;Starting Actions
: Lofty 1
: Flowing 2


==== Eternal Spark ====
==== Arcane Exploit ====
Take a deep breath and make a resistance roll using Insight. After paying the Stress, you restore your Spark points to full. You can do this as many times as desired and it takes no time at all to do.
When you know a target’s vulnerability, your Insight rolls gain +1d and improved Position.


=== Sorceress - Insight instigator ===
==== Arcane Push ====
==== Princess Sharp ====
When you push yourself on an Insight Action, it costs 1 Stress instead of 2.
It only costs you one Stress to push yourself when using an Insight Action.


==== Bombastic Magic ====
==== Bombastic Magic ====
When you pay prep to use magic as part of an action roll, choose one:
When you focus an Insight Action with magic, choose one:
''you float out of reach — you stun or confuse nearby enemies — you gain an elemental aura''.
''you float out of reach — you stun or confuse nearby enemies — a visible aura harms those close''
 
==== Crowdbreaker ====
When you push an Insight Action with magic and inflict any Harm on a gang, they are driven out of the scene and no longer provide Scale.
 
==== Especially Special ====
When you use your [[Princess_Abilities_(PW)#Specialty|Specialty]] in an action roll, it manifests; choose one:
''create a helpful environmental effect — impress someone — draw attention with an aura''


==== Just As I Planned ====  
==== Flashy Devil ====
When you fail an action roll, you may mark two Stress to turn it into a partial success.
When you make an Insight Action with magic and accept a Devil’s Bargain, you gain +1d and increased Effect. In addition, you may choose one of the following as the consequence:
''a towering surge of magic alerts everyone — people and objects nearby are caught up in the effect — you take level 3 Harm''


==== According To My Calculations ====
==== Weapon Mastery ====
You may always use Solid for a set up action for yourself, either in the moment or as a flashback. On a partial success, improve Position. On a full success, improve Position or increase Effect. On a critical success, improve Position and increase Effect.
You can use your [[Princess_Abilities_(PW)#Weapon|Weapon]] to perform physical stunts at a distance with Flowing, such as grabbing, pulling, or swinging.


==== Critical Eye ====
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
When you make an Action roll against a weakness or vulnerability, or when acting with potency against a threat, gain +1d or increased Effect, or both, at the GM's discretion. Also add an extra +1d to engagement rolls when exploiting a weakness or vulnerability.


==== Especially Special ====
=== Witch ===
When you use your specialty in an action roll choose one of the following effects:
“Magic is not about power. It’s about understanding.”
''you summon or control a representation of your specialty — the greatness of your specialty is impressed upon someone present — you temporarily become a living avatar of your specialty.''
: — Diana Cavendish (''Little Witch Academia'' (2017))


==== Spark Focus Mastery ====
As a witch, you are an Insight anchor, a masterful generalist able to work a wide variety of magic useful in any situation. Let the Caller take center stage in battle, your world is so much wider.
You have mastered the use of your princess Focus to the point that you can use it for advanced stunts, based on the nature of the Focus. This works best for Focuses with physical attacks, you learn to swing, grab, grapple, jump, and similar physical stunts at a distance. For more ephemeral attacks, you have to discuss with the group what this would do. You gain increased Effect on these stunts, see Princess Focus on page 12 of the rulebook.


=== Witch - Insight anchor ===
'''Touchstones:''' 
==== Book Casting ====
Kiki (''Kiki’s Delivery Service'' (1989)),
With your spellbook in hand, you can spend a few minutes reading loudly from it to use any power, rolling Solid instead of the Action that the power would normally use.
Sailor Mercury / Ami Mizuno (''Sailor Moon'' (1992)),
Homura Akemi (''Puella Magi Madoka Magica'' (2011)),
Diana Cavendish (''Little Witch Academia'' (2017)).


==== Aware====
;Starting Actions
You can see and gather information about Spirits and supernatural phenomena within Range. You are always aware if there are such things in your Area. After successfully gathering information about supernatural phenomena,
: Supple 2
add +1d to engagement rolls.
: Solid 1


==== Princess Deep ====
==== Arcane Composure ====
+1d when rolling Insight to resist consequences.
+1d when rolling Insight to resist consequences.


==== Crafty Creator ====
==== Book Casting ====
Increased Effect to all rolls made using Supple. In downtime increase the result of Supple rolls by one category: Failure → Success → Full Success → Critical success.
When you take time to read aloud from your spellbook, you may use Solid instead of another Insight Action when using magic.
 
==== Eternal Spark ====
Take a deep breath and make a resistance roll using Insight. After paying the Stress, you regain Spark equal to 3 + the Stress cost, up to your maximum. <span style="color: brown;">The Stress cost may change in playtest.</span>
 
==== Find Weakness ====
When you gather information on a target using Solid, on a success you learn its weaknesses, resistances, and vulnerabilities in addition to the information you would normally gain. You also gain +1d to engagement rolls when you know a relevant vulnerability.


==== Sparks Cantrips ====
==== I Planned This ====
You can spend '''Spark''' to create minor magical effects beyond the normal options. You can do anything even vaguely related to your specialty or princess weapon.
You may always use Solid for a setup action for yourself, either in the moment or as a flashback.
Use this as a spy device, specialized tool, to fetch something, as a messenger, or whatever you can come up with that the group agrees with.
Similar to princess magic (rulebook p 82), but more flexible. This differs from [[#Spark Special|Spark Special]] and [[#Weapon Mystery|Weapon Mystery]] in that this power is very flexible, but not as powerful as those.


==== Spark Sorceress ====
==== Spark Cantrips ====
You are exceptionally good at princess magic (rulebook p 82) and the effects of Sparks and Weapon Mystery if you have those special abilities. Reduce the Spark cost of princess magic by one. You can spend an additional Spark to pick one:  
You can spend '''Spark''' to create minor magical effects related to your [[Princess_Abilities_(PW)#Specialty|Specialty]] or [[Princess_Abilities_(PW)#Weapon|Weapon]].
''affect several creatures or a larger area — increase the duration — increase the range.''
These effects are small, indirect, and cannot directly harm or overpower others but have high utility.
Use this for utility: spying, creating simple tools, fetching small objects, sending messages, and similar tricks.


==== Spark Summon ====
==== Spark Summon ====
You can spend one Spark to summon monsters and elementals that you have defeated, befriended, or read about (use a Bookish flashback) to help you in a difficult spot. You can expend further Spark to keep the summon around for longer. Pick one: ''You gain Scale — get assistance with specific Action — the summoned creature can act independently — the summoned creature will stay and guard this spot''.
You can spend 1 Spark and a moment of time to summon a creature you have previously defeated, befriended, or studied, perhaps in a Solid flashback. It remains until dismissed, the end of the scene, or it takes any consequence.
 
Each summoned creature has one form of aid it can provide. Each time you call on that aid, spend 1 Spark:
''the creature assists a specific action — the creature performs a physical task or service appropriate to its nature — the creature makes a single roll fighting on your behalf.''
 
When the creature fights or performs a significant physical task, roll your [[Actions_(PW)#Solid|Solid]] to determine success. You are not at risk unless you assist or otherwise take part.


==== Spark Focus Mystery ====
==== Spark Weapon ====
You gain a new option for princess magic available only to you, to make the effects of your princess Focus (Rulebook p 12) lasting and a benefit or hindrance to others.
You can use your Princess Weapon to create temporary physical effects.
Spend Spark to create a magical effects based on your princess Focus, see Princess Magic on page 82 of the rulebook. 
#Spend one Spark point to create a temporary physical effects with your princess Focus, such as using the plant attack to create a bridge across a ravine, or your electric attack to power an electrical machine.
#Spend two Spark to create a permanent effect (as §1 above) or make your princess Focus do physically impossible things, such as using water to span a chasm, suspend an item in mid-air, or to ride your electric blast.
Much of this are things that a princess can do by escalating or as a one-time stunt when dramatically appropriate. Having the special ability makes it repeatable and reliable. For princess Focus attacks that are not physical, you have to discuss with the group what this would do, if anything.


==== Coordination ====
Spend Spark to create an effect based on your Princess Weapon, as if using [[Princess_Abilities_(PW)#Spellcraft|Spellcraft]].
When you lead a group [[Actions (IB)#Command|Command]] action, you suffer only 1 stress for every two crew who failed their rolls, rounding down, as long as they can hear and understand your orders.


==== Beastcaller ====
These effects can be large and reshape the environment: forming bridges, powering devices, suspending objects, or allowing extraordinary movement. The effect must clearly follow the nature of your Princess Weapon and lasts only a short time, never past the end of a scene.
Roll Hunt to befriend animals and Non-Sapient creatures. Limited: ignored. Standard: gain information. Great: temporary Expert Cohort (beast) with local knowledge, but only one at a time. Stays within its normal range.  


== Prowess ==
== Prowess ==
Prowess courts focus on magic of the body.
They train and develop themselves, becoming physical powerhouses or subtle shifters.
Competition is focused on some great athletic events within each court, between bouts princesses of Prowess get along.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Knight ===
“I do what I believe is right, no matter the cost.”
: — Sailor Uranus / Haruka Tenoh (''Sailor Moon'' (1992))
As a knight you are a Prowess lead, the hero of her own story, the protector of your friends and the Princess Kingdoms.


=== General ===
'''Touchstones:''' 
==== Armored ====
Sailor Uranus / Haruka Tenoh (''Sailor Moon'' (1992)),
This has a visible effect, either you wear actual armor or have some magical effect surrounds you.
Utena Tenjou (''Revolutionary Girl Utena'' (1997)),
You can turn the ability on and off quite easily, but having it on is not a social problem among princesses.
Erza Scarlet (''Fairy Tail'' (2009)),
You can use armor twice against the same harm. The first use costs 1 prep, the second use costs 2 prep. The Overprotective kingdom boon reduces the cost of each to 1 prep.
Ryuko Matoi (''Kill la Kill'' (2013)).


==== Flight ====
;Starting Actions
You can fly. This speeds up travel and allows you to scout and reach high places. You can bring allies along by spending one '''prep'' for each. Princesses can pay this prep when you allow them to fly.
: Flash 2
You can hover only when you push yourself. Pick one when you do so: ''enemies can't reach you — you get there faster — you see the entire scene''.
: Swift 1


=== Champion - Prowess instigator ===
==== Full Tilt ====
When you push yourself on a Swift or Pulse Action, you may also choose one:
''engage or disengage freely — your mount or vehicle is unharmed — draw the attention of onlookers onto yourself.''


==== Impish ====
==== Magic in Motion ====
When you are dissatisfied with the result of an action roll, you may abort that action and immediately try some other tactic or action instead. The Position of the second roll is always Desperate and any benefit from Assist, Set Up, and Push are lost.  
When you push yourself on a Prowess Action, choose one:
''take someone’s breath away — move with impossible agility — the place cannot harm you.''


==== Flamboyant ====
==== Mighty ====
Gain +1d when fighting alone. You cannot receive aid, including Assistance, Set Up actions, or Scale bonuses. Your crew may act to stop others from interfering, such as neutralizing an opponent’s Scale advantage.  
You are the strongest humanoid around, except for others with this ability.
When you perform a feat of strength, roll Flash.
When your strength gives you an advantage, increase Effect.  
When performing a purely strength-based feat, increase Effect twice and you can achieve superhuman results.


==== Reflexes ====
==== My Moment ====
When there's a question about who acts first while you are using your Focus Weapon, the answer is you. (Two characters with Reflexes act simultaneously.)
Gain +1d when fighting alone. You cannot receive aid, including Assistance, setup actions, or Scale bonuses.
Your crew may act separately to prevent interference or remove opposition, but cannot directly assist you.


==== Princess Powerful ====
==== My Turn ====
It only costs you one Stress to push yourself when using a Prowess Action.
When there is a question about who acts first, it is you. If multiple characters have Reflexes, they act simultaneously.


==== Mine's Bigger ====
==== Poised Push ====
Your princess focus is unusually powerful. When you use your focus as part of an escalated action, choose one:
When you push yourself on a Prowess Action, it costs 1 Stress instead of 2.
''push yourself without paying Stress — gain potency — your weapon transforms''.


==== So Fighty ====
==== Right on Time ====
When you push yourself in an action roll that involves fighting or physical force, choose one:
When a fight breaks out, you can arrive on the scene immediately, as long as there is a plausible or even flimsy explanation.
''your skill or savagery impresses or frightens someone watching — you use your size to spectacular effect — you physically or mentally adapt to whatever you're facing.''


==== Unflinching ====
==== Unflinching ====
You ignore the penalty from a single level one and a single level two harm. You can mark one Stress to ignore all penalties from harm, including being twonked, for a single action.  
You ignore all penalties from Harm until you are Broken.
: Harm levels: Shaken → Hurt → Broken


==== Unstoppable ====
==== Unstoppable ====
You may mark a level one harm to negate a consequence that isn't harm.  
When you push yourself on a Prowess Action, you may mark level 1 Harm to resist any consequence without having to roll.
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
=== Dancer===
“You’ll have to catch me first!”
— Sailor Venus / Minako Aino (''Sailor Moon'' (1992))
 
As a dancer, you are a Prowess anchor, always ready to dodge trouble and find a better way. You move with grace and precision, slipping through danger and shielding others as you go. Shape dancers shift form and call on beasts as allies, adapting to the moment rather than meeting it head on.
 
'''Touchstones:''' 
Sailor Jupiter / Makoto Kino (''Sailor Moon'' (1992)),
Yoruichi Shihouin (''Bleach'' (2004)),
Lisanna Strauss (''Fairy Tail'' (2009)),
Sucy Manbavaran (''Little Witch Academia'' (2017)).


==== Mighty ====
;Starting Actions
You are the strongest humanoid around except for someone else with this ability.
: Grace 2
When you need to roll, use Flash.
: Pulse 1
When you use Flash for stunts that benefit from Strength, increase the Effect.
When you use Flash for feats of strength, increase Effect twice.


==== Heroism ====
==== Aware ====
Push Command or Finesse and add one of these to a successful roll: engage and disengage at will — insure your mount or vehicle is unharmed — make yourself heard over noise and distance.  
You are always aware of spirits and supernatural phenomena nearby.
When you use Pulse to act on that awareness, increase Effect or improve Position.


=== Guardian - Prowess anchor ===
==== Beastcaller ====
==== Transformer ====
When you reach out to a creature of animal intelligence, roll Pulse.
You have an alternate form that is a monster up to the size of a typical mount or down to that of a fairy.  
On a success, the result depends on your Effect.
If you take this ability twice, you instead have 3 such forms.
* ''Limited:'' it does not treat you as a threat
If you take it 3 times, you have 12 such forms.
* ''Standard:'' it shares simple information about its surroundings
You can specify your forms as you assume them for the first time.
* ''Great:'' it becomes a [[Princess_Abilities_(PW)#Companion|Companion]] for this Adventure or performs a simple task on your behalf


==== Brave ====
You may only have one such creature with you at a time, and it will only go where it feels comfortable.
Push Flash and add one of these to a successful roll: perform a physical feat that verges on the superhuman — fight a gang at scale without losing effect — negate consequences of assisting you.  


==== Princess Resilient ====
==== Best Friend Forever ====
+1d when rolling Prowess to resist consequences.
When you learn this ability, name another princess. When you help or Protect them, gain +1d to your roll.


==== Back in Action ====
==== Evasion ====
Permanently fill in one segment of your healing clock (so you only need to fill in three to recover a Harm). Add +1d to Recover actions on yourself. You can act while twonked without spending Stress.
When you push yourself on a Grace Action, you may also choose one:
''reach a seemingly impossible position — cause enemies to interfere with each other — avoid an incoming attack.''


==== Guardian ====
==== Guardian ====
When you Protect That Smile, gain +1d to your resistance roll and clear one Stress.  
When you Protect That Smile, gain +1d to your resistance roll and clear one Stress.
 
==== How Dare You ====
When one of your friends is Broken, choose what caused it. You gain increased Effect on all actions against that target until the end of the Adventure.
 
==== Many Forms ====
You can transform into alternate forms, ranging from a tiny fairy to a creature the size of a typical mount.
Choose or define a form the first time you assume it. Each form has a clear physical nature (such as swift, strong, flying, tiny, or monstrous) that determines what it can do.
When a form would give you an advantage, increase Effect. When it would impose a limitation, the GM may reduce Effect, change Position, or tell you it is impossible.
 
If you take this ability a second time, you have three forms. If you take it a third time, you have many forms.
 
==== My Very Best Friend ====
Name another princess. When you help that princess in an action or Protect That Smile on their behalf, spend one less Stress. If the princess you named takes a heart scar, mark two Stress and two Heart XP. If the princess you named retires due to heart scarring, mark eight Heart XP and four Stress.
 
==== Poised Composure ====
+1d when rolling Prowess to resist consequences.


==== Very Very Sneaky ====
==== Very Very Sneaky ====
When you push yourself in an action roll that involves avoiding attention or bypassing obstacles, choose one:
When you push yourself in an action roll that involves avoiding attention or bypassing obstacles, choose one:
''your physical form changes significantly — you leave no kind of trace — anyone who notices you doubts their own senses''.
''you move through doors or thin barriers — you leave no kind of trace — anyone who notices you doubts their own senses''


==== How Dare You ====
== Resolve ==
When one of your friends suffers harm, you gain increased Effect on all action rolls against whatever harmed them until the end of the session.  
Resolve courts are entertainers, socialites, politicians, and best friends.
Everyone in this branch appears friendly and seem to love one another, but there is always an undercurrent of prestige and competition.


==== My Very Best Friend ====
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Name another princess. When you help that princess in an action or Protect That Smile on their behalf, spend one less Stress. If the princess you named takes a heart scar, mark two Stress and two Heart XP. If the princess you named retires due to heart scarring or dies, mark eight Heart XP and four Stress.


==== Right on Time ====
=== Diva ===
When its time for a fight, you can be right there if it makes any kind of sense at all spurious reasons are ok.
“I’m going to be a star!”
: Sailor Venus / Minako Aino (''Sailor Moon'' (1992))


== Resolve ==
As a diva, you are the face of any group, the one people will remember, drawing attention from everything else to where it belongs, to you. You set the tone of every scene, commanding eyes and voices alike, shaping how others act and feel. When you speak or perform, the moment bends around you.
=== General ===
==== Royal Inspiration ====
When you lead or command your subjects they gain +1 quality. When you resist harm on their behalf add +1d to the roll.  


==== Inception ====
'''Touchstones:''' 
When you Sway someone into action, you can cause them to think it was their own idea. You can always tell when someone is trying to deceive you, but not how.
Sailor Venus / Minako Aino (''Sailor Moon'' (1992)),
Nanami Kiryuu (''Revolutionary Girl Utena'' (1997)),
Rebecca Bluegarden (''Edens Zero'' (2021)),
Lynn Minmay (''Super Dimension Fortress Macross'' (1982))


=== Diva - Resolve instigator ===
;Starting Actions
==== Princess Social ====
: Stylish 2
It only costs you one Stress to push yourself when using a Resolve Action.
: Chatty 1


==== Tete-a-tete ====
==== Center Stage ====
Push a Resolve action to add leverage to a successful action: ''attract everyone's attention get a scene alone with someone escape a location''.
When you push yourself on an action that involves speaking or drawing attention, choose one:
''everyone looks at you you appear striking and dramatic your voice carries to everyone present''


==== Ambience ====
==== Charming Push ====
When you perform for a moment, define the dominant mood of the scene
When you push yourself on a Resolve Action, it costs 1 Stress instead of 2.
(brave, festive, romantic, solemn).
While you perform — and for an equal time afterward or until the scene changes —
rolls that align with the mood gain improved Position.


==== Hard To Ignore ====
==== Dramatic License ====
When you push yourself in an action roll that involves talking or getting attention, choose one:
When you take 2 Stress, you may roll your best action rating while performing a different action.
''everyone looks at you and only you — you look very dramatic — your voice reaches everyone present''.


==== Rook's Gambit ====
==== Lead Voice ====
Take 2 stress to roll your best action rating while performing a different action. Fib how you do this.  
When you lead a group action, you may roll [[Actions_(PW)#Stylish|Stylish]] regardless of the action.
You suffer only 1 Stress for every two participants who fail, rounding down.


==== Misdirect ====
==== Misdirect ====
When you Resist a Consequence that would focus attention on you, instead of negating the Consequence you can redirect it at someone else.  
When you resist a consequence that would draw attention or blame to you, you may redirect it to someone else instead.
 
==== Rally Hearts ====
When you perform or orate before a receptive audience, you may rally a temporary group appropriate to the situation. They act on your behalf, provide Scale, and remain for the rest of the scene.
 
==== Shining Heart ====
When you perform, define the mood of the scene (brave, festive, gracious, romantic, solemn).
For the rest of the scene, actions that align with the mood gain improved Position or increased Effect.
 
==== Star Power ====
Gain increased Effect when you perform or speak before an audience.
Your magic provides lighting and sound amplification.
 
=== Darling ===
“It’s okay. You can lean on me.”
: — Lotte Jansson (''Little Witch Academia'' (2017))
 
You are everybody’s close friend without being anyone’s idol. You see what others could be, and gently, quietly draw it out of them. You stay close, offer comfort, and guide with a soft touch. People want to trust you, sometimes without knowing why.


==== Rabble Rouser ====
'''Touchstones:''' 
By performing or orating before an appreciative audience, you can recruit a temporary gang of cohorts (p 96) appropriate to the situation. These cohorts stay with you for the duration of the score or until you use this ability again.  
Sailor Moon / Usagi Tsukino (''Sailor Moon'' (1992)),
Anthy Himemiya (''Revolutionary Girl Utena'' (1997)),
Lotte Jansson (''Little Witch Academia'' (2017)),
Nui Harime (''Kill la Kill'' (2013)).


==== Scene Stealer ====
;Starting Actions
Push Resolve to make one of the following a part of a successful action: Attract everyone's attention — get a scene alone with someone — escape a location.
: Foxy 2
: Tender 1


==== Star ====
==== At Your Side ====
Gain increased Effect when you perform for an audience, including holding a speech.  
When you assist another princess who pushes themselves on a roll, it costs you no Stress.


==== Panache ====
==== Best Party Ever ====
Push to add the following goal to an action: monopolize attention — a moment alone with someone — mysteriously disappear.  
When you indulge vice, you and those with you may roll your Tender instead of their lowest attribute to recover Stress.


=== Diplomat - Resolve anchor ===
==== Charming Composure ====
==== Princess Invulnerable ====
+1d when rolling Resolve to resist consequences.
+1d when rolling Resolve to resist consequences.


==== Healer ====
==== Heart’s Whisper ====
You can reduce one instance of Harm by one level by expending 1 Spark.
When you use Foxy, you may cause the target to believe your suggestion was their own idea.
If you don't reduce the harm to level zero (making it disappead) here must be a free Harm box for the healed harm to move to.
You always know when someone is trying to sway you, improving your Position in negotiation.


==== Discerning ====
==== Many Faces ====
Roll Study to determine the truth behind spoken words: '''1''': failed insight, '''2-3''': uncover white lies, '''4-5''': uncover lies about things, '''6''': uncover lies about people, '''critical''': expose the underlying intention.
When you create a disguise, it lasts for the entire Adventure.
You gain +1d to create and maintain disguises.
After a successful Engagement Roll, you may choose to have infiltrated the opposition, appearing later disguised as one of their members.


==== Tact ====
==== Merchant Heart ====
Pushing Consort gives you an additional benefit:ind a temporary contact — discreetly divert all attention — defuse a tense situation.  
At the end of each downtime phase, you may add 1 Treasure to the kingdom’s vault.
Gain +1d when you use Foxy to bargain, trade, or offer something of value.


==== Princesses, Assemble ====
==== Shared Heart ====
When you push yourself in a group action you're leading, give every other princess who is part of the group action +1d and choose one of the following effects:
When you lead a group action, each other participant gains +1d.
''you shine as bright as the moon — for just a moment everything is calm and still — someone gains a grudging respect for you.''


==== Efficiency Expert ====
==== Steady Heart ====
You may give yourself or another princess an extra action during every downtime phase.
When you push yourself on a Tender action, choose one:
''find a temporary contact — discreetly divert attention — ease tension''


==== Jolly Cooperative ====
==== Well Connected ====
You don't spend Stress to Assist another princess when they use an Action you have a rating of one or more in. When you gain Assist in an action roll, choose one:
During downtime and when gathering information, gain +1d to Resolve action rolls.
''your connection to those helping you is clear — a truth is revealed — you know what you have to do.''


==== Devil's Due ====
== Errant ==
When you or a crewmate fails an action roll during a score, you can spend 2 stress to allow a re-roll with the same number of dice. If this second roll also fails, in addition to the consequence of failure, you end up in an immediate desperate situation, the result of overthinking or the enemy seeing through your plan.
Errant courts do not officially exist.
Viewed with suspicion and even hostility, you have to keep a low profile, perhaps pretending to be in another court or having failed to graduate.
You may be able to fool the courts, but you cannot fool your coterie, those closest to you accept you but are still


==== Mask ====
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can don or doff a disguise in seconds. You get +1d to rolls to disguise yourself and to maintain a disguise. After a successful Engagement Roll you can choose to infiltrate the opposition, only to appear later disguised as one of their minions.


==== Fame ====
=== Wildheart ===
During downtime and when Gathering Information, you get +1d on all Resolve actions.  
“The power exists. It’s your duty to use it.
: — Hama (''Avatar: The Last Airbender'' (2005))


==== Gracious ====
You are an errant lead, and no one will let you forget it. If someone calls you a wildheart, they are being very polite; more common words are chaos witch and wildlander. You are attuned to the chaos of the wildlands, and draw on these forces, making you immensely powerful at the cost of the stability of whatever kingdom you are near.
You can roll your Consort to recover Stress when indulging vice. Your crew also gains this benefit when they indulge with you; they can use your vice and provider. Overindulging this way creates a relation or reveals a personal secret, fleshing out the background.  


== Outsiders ==
When you create Chaos in your own kingdom, you will have to deal with it. When your chaos spreads to other kingdoms, relations will almost always suffer.
=== General ===
=== Tinkerer ===


==== Inspiration ====
'''Touchstones:''' 
When performing a Downtime Action in a flashback, you may spend Stress in place of Coin to pay the cost.  
Queen Beryl (''Sailor Moon'' (1992)),
Homura Akemi (''Puella Magi Madoka Magica'' (2011)),
Croix Meridies (''Little Witch Academia'' (2017)),
Viren (''The Dragon Prince'' (2018)).


==== Talented ====
;Starting Actions
Choose 3 Actions that make sense as a set. You can push these Actions at a cost of only 1 Stress.  
: Flowing 2
Pushing always costs at least 1 Stress.
: Tender 1
==== Beast Heart ====
You have tamed or created a monster to serve you.
This works like a combination of two different types of [[Princess_Abilities_(PW)#Companion|Companion]] and can use [[Princess_Abilities_(PW)#Spellcraft|Spellcraft]] once in each scene without counting Spark.  
Any action it rolls uses your [[Actions_(PW)#Tender|Tender]].


==== Unruffled ====
==== Open Defiance ====
When in a controlled Position your Action rolls gain increased Effect. Once per action, if you did not trade Position for Effect, you may push yourself to improve your Position, either from desperate to risky, or from risky to controlled.  
When you openly defy the orders of an authority, you may Push at the cost of 1 Stress.
If you do, any consequences fall on you alone.


==== Always Make Notes ====
==== Underdog ====
Every downtime phase, without using an action, you may fill in up to two segments on long term projects that involve research or writing (including reports).
When you make an Action roll against a higher-Tier threat, gain +1d per Tier of difference.


==== Constantly Tinkering ====
==== Wild Battler ====
Every downtime phase, without using an action, you may fill in up to two segments on long term projects that involve fixing, improving, or creating something. This includes border shields.  
You can use [[Princess_Abilities_(PW)#Wild_Magic|wild magic]] anywhere.
When you channel wild magic, increase Effect.
When a wild magic surge occurs, recover 1 Stress.
When you confront elementals, improve your Position.


==== Merchant Heart ====
==== Wild Channel ====
At the end of each downtime phase you may add 1 Coin to the kingdom's vault. Gain +1d on all rolls involving trade or negotiation, including the Reach Out and Borrow Something Special downtime actions.  
When you reduce a kingdom’s Chaos, reduce your Stress by the same amount.
 
==== Wild Harmony ====
You can use [[Princess_Abilities_(PW)#Wild_Magic|wild magic]] anywhere.
When you channel wild magic, you gain an additional +1d.
When you help to destroy an elemental near a kingdom, reduce the Chaos it would cause by 1.
 
==== Wild Luck ====
Cause 1 Chaos to the nearest kingdom to declare that events fall into place in your favor. Introduce a single significant detail or coincidence that aids the current situation: a door is unlocked, the guards are away, a useful item or contact is at hand.
The detail must arise from the situation and cannot create something from nothing.
 
==== Wild Push ====
You may cause 1 Chaos to the nearest kingdom to push yourself.
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
=== Artificer ===
“Imperfection is beautiful… at least to me.”
: — Entrapta (''She-Ra and the Princesses of Power'' (2018))
 
An errant anchor, you have an ability elder princesses call evil, though they never explain how or why. You always had a talent for making things, especially magical ones, but it was hushed up. You likely trained among witches, then found others like you and practiced in secret.
 
Even now it is dangerous to show what you can do. You may pass as a witch or caller, and your closest friends accept you, but you still draw worried glances.
 
'''Touchstones:''' 
Professor Tomoe (''Sailor Moon'' (1992)),
Winry Rockbell (''Fullmetal Alchemist: Brotherhood'' (2009)),
Mei Hatsume (''My Hero Academia'' (2016)),
Entrapta (''She-Ra and the Princesses of Power'' (2018)).
 
;Starting Actions
: Supple 2
: Tender 1
 
==== Chaos Lightning Rod ====
When you resist consequences from wild magic or elementals, you may reduce the nearest kingdom’s Chaos by 1.


==== Never Not Networking ====
==== Crafty Creator ====
Every downtime phase, without using an action, you may fill in up to two segments on long term projects that involve improving relations with a group or removing Heat.  
Gain increased Effect when you use Supple to build, repair, or understand something. In downtime, instead add +2 ticks when you use Supple on a long-term project.


==== Happy Hobbyist ====
==== Forge Heart ====
When indulging you may pick which dice result to use to reduce Stress. For example, if you rolled a 2 and a 5 you could choose to reduce your Stress by either 2 or 5.
During downtime, a number of princesses up to your [[Actions_(PW)#Tender|Tender]] each gain +1 downtime activity they can spend on any Insight Action. Each princess may gain only one additional downtime activity this way, and you may include yourself.


==== Amulet ====
==== Gadget Spark ====
You can expend 2 Spark to reduce an Insight consequence by one level.  
When you take this ability, design a device using [[Princess_Abilities_(PW)#Spellcraft|Spellcraft]] with up to 3 Spark worth of effects.
The device can be used repeatedly and does not cost Spark. Its effects cannot be combined with normal Spellcraft.
If you include [[Princess_Abilities_(PW)#Storage|Storage]], the device can hold items for you, but it does not create new ones.


==== Power of Desperation ====
You always roll [[Actions_(PW)#Supple|Supple]] when using the device, regardless of range.
When you roll a Desperate action using powers, gain +1d to your roll.  
The Spark value of an effect is still determined by the range at which it is used.


=== Rebel ===
You may redesign the device’s effects as a downtime action.
==== Long Game ====
You may spend 1 Stress to declare that you “predicted this” in a flashback. Introduce a small, plausible detail you could not achieve in just any flashback (a door unlocked, a connection to a stranger, you happen to have just the right key or item) that helps the current situation.


==== Chaos Battler ====
==== Gadget Specialty ====
When making action rolls against elementals or other creatures formed of wild magic, you have potency. When channelling wild magic increease the Effect of your action. Gain +1d when resisting the consequences of actions involving elementals or wild magic.
You create a device that allows you to use an additional [[Princess_Abilities_(PW)#Specialty|Specialty]] of your choice.
Even if multiple specialties apply, the bonus is never more than +1d.


==== Chaos Channel ====
When you roll a critical or fumble with this device, it breaks as an additional consequence. You can repair it with a Supple roll, automatically at the end of an adventure. You can change the specialty it provides as a downtime action.
While in the wild lands or your frontier kingdom, you may mark one Stress to roll an action using your kingdom's Heat instead of what you would normally roll. This number of dice cannot be increased in any way. As an additional consequence, add one to the kingdom's current Heat.  


==== Chaos Heart ====
==== Gadget Weapon ====
You have an instinctive affinity for wild magic. When channelling wild magic choose one:
You can reconfigure your [[Princess_Abilities_(PW)#Weapon|Weapon]] into a different form with different abilities as a downtime action.
''you understand exactly what you're dealing with — you are the calm in the storm — you discover something new''.
You can always roll Supple when using your [[Princess_Abilities_(PW)#Weapon|Weapon]], extending your range.
The number of wild magic dice you use is halved for the purposes of calculating Heat. Increase Effect whenever you attempt to reduce Heat caused by the destruction of an elemental, and when you Calm The Wilds as a downtime action.


==== Chaos Witch ====
==== Maverick Weapon ====
While near the border between the wild lands and a frontier kingdom, you may add Effect to an action you take by increasing that kingdom's Heat, on a one-to-one basis. For example, if you raise Heat by two then you add two levels of Effect to your action.
When you use your [[Princess_Abilities_(PW)#Weapon|Weapon]] as part of an action, choose one:
''your attack gains an [[Princess_Magic_(PW)#Elemental|element]] — create an  [[Princess_Magic_(PW)#Elemental|element]] effect in the environment — your weapon transforms into another physical form''


==== Rebel Heart ====
==== Rebel Heart ====
Add +1d to all resistance rolls. When you pay no Stress for resisting, you '''must''' choose one:  
+1d to all resistance rolls.
''a belief, indulgence, or scar causes an issue — your specialty overloads — lose sight of your friends.''
When you would take no Stress from a resistance roll, you may choose to take 1 Stress instead. If you do not, choose one:
''a belief, hobby, or heart scar causes an issue — your specialty overloads — you become separated from your allies''


==== Loose Cannon ====
== Open Courts ==
When you act against the orders or wishes of those who have authority over you (for example, your patron faction) you may push yourself once without paying Stress. In addition choose one of the following: ''another person's rulebreaking goes unnoticed or is deliberately overlooked — no innocents get hurt due to your action — consequences will fall on your head alone.'' Also add an additional Kingdom XP trigger: ''Someone in authority acknowledged (however reluctantly) that you got results.''
Some abilities are taught to every princess.


==== Web of Deceit ====
=== Abilities ===
You gain +1d when you gather information. If you succeeded at gathering information about a score, get +1d to the engagement roll.
==== Additional Court ====
''Prerequisite'': You must have at least 1 rating in each of the court’s starting actions.
 
Select another court. You gain access to its XP conditions and may choose its Special Abilities. You can take this ability multiple times, each time selecting a new court.
 
==== Additional Companion ====
Select an additional [[Princess_Abilities_(PW)#Companion|Companion]] of a type you do not already have.
You may take this ability twice, for a total of three companions.

Latest revision as of 14:56, 26 March 2026

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

Every princess belongs to at least two social groups, a coterie — her closest friends, and a court — her professional peers. Courts are courses in the last years at Princess Academy, there you meet and work with others of similar interests. For many this is a liberating experience, allowing them to drop subjects they are just not interested in.

Branch Lead Anchor
Insight Caller Witch
Prowess Knight Dancer
Resolve Diva Darling
Errant Wildheart Artificer

Advanced studies at Princess Academy are divided into branches by Attribute (Insight, Prowess, Resolve) with a further maverick branch called Errant. In each group there are two courts — a lead court and an anchor court. These courts have long formal titles, but everyone uses their shorter, punchy names.

Your court is not just a job description, it is a social network of princesses used to working together. The lead courts are the instigators and portal figures of each branch, princesses accustomed to risk and direct action. Anchors are the planners and maintainers, holding the fort and setting up for success. A coterie usually has princesses that are a mix of courts, leads and anchors from various branches, all working to compliment each other.

Insight

Insight courts focus on magic. It is a high-prestige, competitive branch, full of everyday rivalries and competitive displays.

Back to top

Caller

“Now, witness the power of my magic!”

— Megumin (KonoSuba: God’s Blessing on This Wonderful World! (2016))

As a caller, you are an Insight lead, the champion of magic. Nothing is too hard for you, no magic is too strong for you to use. Others study and refine; you act. You trust in your spell to carry the moment and shape the world directly. Others fiddle with detail; you know your spell can win, and that is what you live for.

Touchstones: Lina Inverse (Slayers (1995)), Sailor Mars / Rei Hino (Sailor Moon (1992)), Megumin (KonoSuba: God’s Blessing on This Wonderful World! (2016)), Glimmer (She-Ra and the Princesses of Power (2018)).

Starting Actions
Lofty 1
Flowing 2

Arcane Exploit

When you know a target’s vulnerability, your Insight rolls gain +1d and improved Position.

Arcane Push

When you push yourself on an Insight Action, it costs 1 Stress instead of 2.

Bombastic Magic

When you focus an Insight Action with magic, choose one: you float out of reach — you stun or confuse nearby enemies — a visible aura harms those close

Crowdbreaker

When you push an Insight Action with magic and inflict any Harm on a gang, they are driven out of the scene and no longer provide Scale.

Especially Special

When you use your Specialty in an action roll, it manifests; choose one: create a helpful environmental effect — impress someone — draw attention with an aura

Flashy Devil

When you make an Insight Action with magic and accept a Devil’s Bargain, you gain +1d and increased Effect. In addition, you may choose one of the following as the consequence: a towering surge of magic alerts everyone — people and objects nearby are caught up in the effect — you take level 3 Harm

Weapon Mastery

You can use your Weapon to perform physical stunts at a distance with Flowing, such as grabbing, pulling, or swinging.

Back to top

Witch

“Magic is not about power. It’s about understanding.”

— Diana Cavendish (Little Witch Academia (2017))

As a witch, you are an Insight anchor, a masterful generalist able to work a wide variety of magic useful in any situation. Let the Caller take center stage in battle, your world is so much wider.

Touchstones: Kiki (Kiki’s Delivery Service (1989)), Sailor Mercury / Ami Mizuno (Sailor Moon (1992)), Homura Akemi (Puella Magi Madoka Magica (2011)), Diana Cavendish (Little Witch Academia (2017)).

Starting Actions
Supple 2
Solid 1

Arcane Composure

+1d when rolling Insight to resist consequences.

Book Casting

When you take time to read aloud from your spellbook, you may use Solid instead of another Insight Action when using magic.

Eternal Spark

Take a deep breath and make a resistance roll using Insight. After paying the Stress, you regain Spark equal to 3 + the Stress cost, up to your maximum. The Stress cost may change in playtest.

Find Weakness

When you gather information on a target using Solid, on a success you learn its weaknesses, resistances, and vulnerabilities in addition to the information you would normally gain. You also gain +1d to engagement rolls when you know a relevant vulnerability.

I Planned This

You may always use Solid for a setup action for yourself, either in the moment or as a flashback.

Spark Cantrips

You can spend Spark to create minor magical effects related to your Specialty or Weapon. These effects are small, indirect, and cannot directly harm or overpower others but have high utility. Use this for utility: spying, creating simple tools, fetching small objects, sending messages, and similar tricks.

Spark Summon

You can spend 1 Spark and a moment of time to summon a creature you have previously defeated, befriended, or studied, perhaps in a Solid flashback. It remains until dismissed, the end of the scene, or it takes any consequence.

Each summoned creature has one form of aid it can provide. Each time you call on that aid, spend 1 Spark: the creature assists a specific action — the creature performs a physical task or service appropriate to its nature — the creature makes a single roll fighting on your behalf.

When the creature fights or performs a significant physical task, roll your Solid to determine success. You are not at risk unless you assist or otherwise take part.

Spark Weapon

You can use your Princess Weapon to create temporary physical effects.

Spend Spark to create an effect based on your Princess Weapon, as if using Spellcraft.

These effects can be large and reshape the environment: forming bridges, powering devices, suspending objects, or allowing extraordinary movement. The effect must clearly follow the nature of your Princess Weapon and lasts only a short time, never past the end of a scene.

Prowess

Prowess courts focus on magic of the body. They train and develop themselves, becoming physical powerhouses or subtle shifters. Competition is focused on some great athletic events within each court, between bouts princesses of Prowess get along.

Back to top

Knight

“I do what I believe is right, no matter the cost.”

— Sailor Uranus / Haruka Tenoh (Sailor Moon (1992))

As a knight you are a Prowess lead, the hero of her own story, the protector of your friends and the Princess Kingdoms.

Touchstones: Sailor Uranus / Haruka Tenoh (Sailor Moon (1992)), Utena Tenjou (Revolutionary Girl Utena (1997)), Erza Scarlet (Fairy Tail (2009)), Ryuko Matoi (Kill la Kill (2013)).

Starting Actions
Flash 2
Swift 1

Full Tilt

When you push yourself on a Swift or Pulse Action, you may also choose one: engage or disengage freely — your mount or vehicle is unharmed — draw the attention of onlookers onto yourself.

Magic in Motion

When you push yourself on a Prowess Action, choose one: take someone’s breath away — move with impossible agility — the place cannot harm you.

Mighty

You are the strongest humanoid around, except for others with this ability. When you perform a feat of strength, roll Flash. When your strength gives you an advantage, increase Effect. When performing a purely strength-based feat, increase Effect twice and you can achieve superhuman results.

My Moment

Gain +1d when fighting alone. You cannot receive aid, including Assistance, setup actions, or Scale bonuses. Your crew may act separately to prevent interference or remove opposition, but cannot directly assist you.

My Turn

When there is a question about who acts first, it is you. If multiple characters have Reflexes, they act simultaneously.

Poised Push

When you push yourself on a Prowess Action, it costs 1 Stress instead of 2.

Right on Time

When a fight breaks out, you can arrive on the scene immediately, as long as there is a plausible or even flimsy explanation.

Unflinching

You ignore all penalties from Harm until you are Broken.

Harm levels: Shaken → Hurt → Broken

Unstoppable

When you push yourself on a Prowess Action, you may mark level 1 Harm to resist any consequence without having to roll.

Back to top

Dancer

“You’ll have to catch me first!” — Sailor Venus / Minako Aino (Sailor Moon (1992))

As a dancer, you are a Prowess anchor, always ready to dodge trouble and find a better way. You move with grace and precision, slipping through danger and shielding others as you go. Shape dancers shift form and call on beasts as allies, adapting to the moment rather than meeting it head on.

Touchstones: Sailor Jupiter / Makoto Kino (Sailor Moon (1992)), Yoruichi Shihouin (Bleach (2004)), Lisanna Strauss (Fairy Tail (2009)), Sucy Manbavaran (Little Witch Academia (2017)).

Starting Actions
Grace 2
Pulse 1

Aware

You are always aware of spirits and supernatural phenomena nearby. When you use Pulse to act on that awareness, increase Effect or improve Position.

Beastcaller

When you reach out to a creature of animal intelligence, roll Pulse. On a success, the result depends on your Effect.

  • Limited: it does not treat you as a threat
  • Standard: it shares simple information about its surroundings
  • Great: it becomes a Companion for this Adventure or performs a simple task on your behalf

You may only have one such creature with you at a time, and it will only go where it feels comfortable.

Best Friend Forever

When you learn this ability, name another princess. When you help or Protect them, gain +1d to your roll.

Evasion

When you push yourself on a Grace Action, you may also choose one: reach a seemingly impossible position — cause enemies to interfere with each other — avoid an incoming attack.

Guardian

When you Protect That Smile, gain +1d to your resistance roll and clear one Stress.

How Dare You

When one of your friends is Broken, choose what caused it. You gain increased Effect on all actions against that target until the end of the Adventure.

Many Forms

You can transform into alternate forms, ranging from a tiny fairy to a creature the size of a typical mount. Choose or define a form the first time you assume it. Each form has a clear physical nature (such as swift, strong, flying, tiny, or monstrous) that determines what it can do. When a form would give you an advantage, increase Effect. When it would impose a limitation, the GM may reduce Effect, change Position, or tell you it is impossible.

If you take this ability a second time, you have three forms. If you take it a third time, you have many forms.

My Very Best Friend

Name another princess. When you help that princess in an action or Protect That Smile on their behalf, spend one less Stress. If the princess you named takes a heart scar, mark two Stress and two Heart XP. If the princess you named retires due to heart scarring, mark eight Heart XP and four Stress.

Poised Composure

+1d when rolling Prowess to resist consequences.

Very Very Sneaky

When you push yourself in an action roll that involves avoiding attention or bypassing obstacles, choose one: you move through doors or thin barriers — you leave no kind of trace — anyone who notices you doubts their own senses

Resolve

Resolve courts are entertainers, socialites, politicians, and best friends. Everyone in this branch appears friendly and seem to love one another, but there is always an undercurrent of prestige and competition.

Back to top

Diva

“I’m going to be a star!”

— Sailor Venus / Minako Aino (Sailor Moon (1992))

As a diva, you are the face of any group, the one people will remember, drawing attention from everything else to where it belongs, to you. You set the tone of every scene, commanding eyes and voices alike, shaping how others act and feel. When you speak or perform, the moment bends around you.

Touchstones: Sailor Venus / Minako Aino (Sailor Moon (1992)), Nanami Kiryuu (Revolutionary Girl Utena (1997)), Rebecca Bluegarden (Edens Zero (2021)), Lynn Minmay (Super Dimension Fortress Macross (1982))

Starting Actions
Stylish 2
Chatty 1

Center Stage

When you push yourself on an action that involves speaking or drawing attention, choose one: everyone looks at you — you appear striking and dramatic — your voice carries to everyone present

Charming Push

When you push yourself on a Resolve Action, it costs 1 Stress instead of 2.

Dramatic License

When you take 2 Stress, you may roll your best action rating while performing a different action.

Lead Voice

When you lead a group action, you may roll Stylish regardless of the action. You suffer only 1 Stress for every two participants who fail, rounding down.

Misdirect

When you resist a consequence that would draw attention or blame to you, you may redirect it to someone else instead.

Rally Hearts

When you perform or orate before a receptive audience, you may rally a temporary group appropriate to the situation. They act on your behalf, provide Scale, and remain for the rest of the scene.

Shining Heart

When you perform, define the mood of the scene (brave, festive, gracious, romantic, solemn). For the rest of the scene, actions that align with the mood gain improved Position or increased Effect.

Star Power

Gain increased Effect when you perform or speak before an audience. Your magic provides lighting and sound amplification.

Darling

“It’s okay. You can lean on me.”

— Lotte Jansson (Little Witch Academia (2017))

You are everybody’s close friend without being anyone’s idol. You see what others could be, and gently, quietly draw it out of them. You stay close, offer comfort, and guide with a soft touch. People want to trust you, sometimes without knowing why.

Touchstones: Sailor Moon / Usagi Tsukino (Sailor Moon (1992)), Anthy Himemiya (Revolutionary Girl Utena (1997)), Lotte Jansson (Little Witch Academia (2017)), Nui Harime (Kill la Kill (2013)).

Starting Actions
Foxy 2
Tender 1

At Your Side

When you assist another princess who pushes themselves on a roll, it costs you no Stress.

Best Party Ever

When you indulge vice, you and those with you may roll your Tender instead of their lowest attribute to recover Stress.

Charming Composure

+1d when rolling Resolve to resist consequences.

Heart’s Whisper

When you use Foxy, you may cause the target to believe your suggestion was their own idea. You always know when someone is trying to sway you, improving your Position in negotiation.

Many Faces

When you create a disguise, it lasts for the entire Adventure. You gain +1d to create and maintain disguises. After a successful Engagement Roll, you may choose to have infiltrated the opposition, appearing later disguised as one of their members.

Merchant Heart

At the end of each downtime phase, you may add 1 Treasure to the kingdom’s vault. Gain +1d when you use Foxy to bargain, trade, or offer something of value.

Shared Heart

When you lead a group action, each other participant gains +1d.

Steady Heart

When you push yourself on a Tender action, choose one: find a temporary contact — discreetly divert attention — ease tension

Well Connected

During downtime and when gathering information, gain +1d to Resolve action rolls.

Errant

Errant courts do not officially exist. Viewed with suspicion and even hostility, you have to keep a low profile, perhaps pretending to be in another court or having failed to graduate. You may be able to fool the courts, but you cannot fool your coterie, those closest to you accept you but are still

Back to top

Wildheart

“The power exists. It’s your duty to use it.”

— Hama (Avatar: The Last Airbender (2005))

You are an errant lead, and no one will let you forget it. If someone calls you a wildheart, they are being very polite; more common words are chaos witch and wildlander. You are attuned to the chaos of the wildlands, and draw on these forces, making you immensely powerful at the cost of the stability of whatever kingdom you are near.

When you create Chaos in your own kingdom, you will have to deal with it. When your chaos spreads to other kingdoms, relations will almost always suffer.

Touchstones: Queen Beryl (Sailor Moon (1992)), Homura Akemi (Puella Magi Madoka Magica (2011)), Croix Meridies (Little Witch Academia (2017)), Viren (The Dragon Prince (2018)).

Starting Actions
Flowing 2
Tender 1

Beast Heart

You have tamed or created a monster to serve you. This works like a combination of two different types of Companion and can use Spellcraft once in each scene without counting Spark. Any action it rolls uses your Tender.

Open Defiance

When you openly defy the orders of an authority, you may Push at the cost of 1 Stress. If you do, any consequences fall on you alone.

Underdog

When you make an Action roll against a higher-Tier threat, gain +1d per Tier of difference.

Wild Battler

You can use wild magic anywhere. When you channel wild magic, increase Effect. When a wild magic surge occurs, recover 1 Stress. When you confront elementals, improve your Position.

Wild Channel

When you reduce a kingdom’s Chaos, reduce your Stress by the same amount.

Wild Harmony

You can use wild magic anywhere. When you channel wild magic, you gain an additional +1d. When you help to destroy an elemental near a kingdom, reduce the Chaos it would cause by 1.

Wild Luck

Cause 1 Chaos to the nearest kingdom to declare that events fall into place in your favor. Introduce a single significant detail or coincidence that aids the current situation: a door is unlocked, the guards are away, a useful item or contact is at hand. The detail must arise from the situation and cannot create something from nothing.

Wild Push

You may cause 1 Chaos to the nearest kingdom to push yourself.

Back to top

Artificer

“Imperfection is beautiful… at least to me.”

— Entrapta (She-Ra and the Princesses of Power (2018))

An errant anchor, you have an ability elder princesses call evil, though they never explain how or why. You always had a talent for making things, especially magical ones, but it was hushed up. You likely trained among witches, then found others like you and practiced in secret.

Even now it is dangerous to show what you can do. You may pass as a witch or caller, and your closest friends accept you, but you still draw worried glances.

Touchstones: Professor Tomoe (Sailor Moon (1992)), Winry Rockbell (Fullmetal Alchemist: Brotherhood (2009)), Mei Hatsume (My Hero Academia (2016)), Entrapta (She-Ra and the Princesses of Power (2018)).

Starting Actions
Supple 2
Tender 1

Chaos Lightning Rod

When you resist consequences from wild magic or elementals, you may reduce the nearest kingdom’s Chaos by 1.

Crafty Creator

Gain increased Effect when you use Supple to build, repair, or understand something. In downtime, instead add +2 ticks when you use Supple on a long-term project.

Forge Heart

During downtime, a number of princesses up to your Tender each gain +1 downtime activity they can spend on any Insight Action. Each princess may gain only one additional downtime activity this way, and you may include yourself.

Gadget Spark

When you take this ability, design a device using Spellcraft with up to 3 Spark worth of effects. The device can be used repeatedly and does not cost Spark. Its effects cannot be combined with normal Spellcraft. If you include Storage, the device can hold items for you, but it does not create new ones.

You always roll Supple when using the device, regardless of range. The Spark value of an effect is still determined by the range at which it is used.

You may redesign the device’s effects as a downtime action.

Gadget Specialty

You create a device that allows you to use an additional Specialty of your choice. Even if multiple specialties apply, the bonus is never more than +1d.

When you roll a critical or fumble with this device, it breaks as an additional consequence. You can repair it with a Supple roll, automatically at the end of an adventure. You can change the specialty it provides as a downtime action.

Gadget Weapon

You can reconfigure your Weapon into a different form with different abilities as a downtime action. You can always roll Supple when using your Weapon, extending your range.

Maverick Weapon

When you use your Weapon as part of an action, choose one: your attack gains an element — create an element effect in the environment — your weapon transforms into another physical form

Rebel Heart

+1d to all resistance rolls. When you would take no Stress from a resistance roll, you may choose to take 1 Stress instead. If you do not, choose one: a belief, hobby, or heart scar causes an issue — your specialty overloads — you become separated from your allies

Open Courts

Some abilities are taught to every princess.

Abilities

Additional Court

Prerequisite: You must have at least 1 rating in each of the court’s starting actions.

Select another court. You gain access to its XP conditions and may choose its Special Abilities. You can take this ability multiple times, each time selecting a new court.

Additional Companion

Select an additional Companion of a type you do not already have. You may take this ability twice, for a total of three companions.