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== Insight ==
== Insight ==
Insight courts focus on [[Princess_Abilities_(PW)#Magic|magic]].  
Insight courts focus on magic.  
It is a high-prestige, competitive branch, full of everyday rivalries and competitive displays.   
It is a high-prestige, competitive branch, full of everyday rivalries and competitive displays.   


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


==== Crowdbreaker ====
==== Crowdbreaker ====
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==== Especially Special ====
==== Especially Special ====
When you use your [[|Princess_Abilities_(PW)#Specialty|Specialty]] in an action roll, it manifests; choose one:
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''
''create a helpful environmental effect — impress someone — draw attention with an aura''


==== Flashy Devil ====
==== 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:
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''
''a towering surge of magic alerts everyone — people and objects nearby are caught up in the effect — you take level 3 Harm''


==== Weapon Mastery ====
==== Weapon Mastery ====
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==== Spark Cantrips ====
==== Spark Cantrips ====
You can spend '''Spark''' to create minor magical effects related to your [[|Princess_Abilities_(PW)#Specialty|Specialty]] or [[|Princess_Abilities_(PW)#Weapon|Weapon]].
You can spend '''Spark''' to create minor magical effects related to your [[Princess_Abilities_(PW)#Specialty|Specialty]] or [[Princess_Abilities_(PW)#Weapon|Weapon]].
These effects are small, indirect, and cannot directly harm or overpower others.
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, or similar tricks.
Use this for utility: spying, creating simple tools, fetching small objects, sending messages, and similar tricks.
This expands what you can do with [[[[|Princess_Abilities_(PW)#Magic|Magic]] (PW)|[[|Princess_Abilities_(PW)#Magic|Magic]]]], trading power for flexibility compared to [[#Spark Princess Weapon|Spark Princess Weapon]].


==== Spark Summon ====
==== Spark Summon ====
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Each summoned creature has one form of aid it can provide. Each time you call on that aid, spend 1 Spark:
Each summoned creature has one form of aid it can provide. Each time you call on that aid, spend 1 Spark:
* ''you gain Scale — 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, using your .''
''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 Supple to determine success. You are not at risk unless you assist or otherwise take part.
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 Weapon ====
==== Spark Weapon ====
You can use your Princess Weapon to create temporary physical effects.
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 [[Princess_Abilities_(PW)#Magic|Magic]].
Spend Spark to create an effect based on your Princess Weapon, as if using [[Princess_Abilities_(PW)#Spellcraft|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.
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.
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: — Sailor Uranus / Haruka Tenoh (''Sailor Moon'' (1992))
: — Sailor Uranus / Haruka Tenoh (''Sailor Moon'' (1992))


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


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


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


==== Mighty ====
==== Mighty ====
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— Sailor Venus / Minako Aino (''Sailor Moon'' (1992))
— 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. You shift form with ease and call on beasts as allies, adapting to the moment rather than meeting it head on.
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:'''   
'''Touchstones:'''   
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* ''Limited:'' it does not treat you as a threat
* ''Limited:'' it does not treat you as a threat
* ''Standard:'' it shares simple information about its surroundings
* ''Standard:'' it shares simple information about its surroundings
* ''Great:'' it follows you for the Adventure or performs a simple task on your behalf
* ''Great:'' it becomes a [[Princess_Abilities_(PW)#Companion|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.
You may only have one such creature with you at a time, and it will only go where it feels comfortable.
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==== Evasion ====
==== Evasion ====
When you push yourself on a Grace Action, you may also choose one:
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.''
''reach a seemingly impossible position — cause enemies to interfere with each other — avoid an incoming attack.''


==== Guardian ====
==== Guardian ====
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You can transform into alternate forms, ranging from a tiny fairy to a creature the size of a typical mount.
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.
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 or change Position.
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.
If you take this ability a second time, you have three forms. If you take it a third time, you have many forms.
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==== 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:
* ''you move through doors or thin barriers — 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''


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


==== Charming Push ====
==== Charming Push ====
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;Starting Actions
;Starting Actions
: Foxy 2
: Foxy 2
: Chatty 1
: Tender 1


==== At Your Side ====
==== At Your Side ====
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==== Best Party Ever ====
==== Best Party Ever ====
When you indulge vice, you and those with you may roll your Chatty instead of their lowest attribute to recover Stress.
When you indulge vice, you and those with you may roll your Tender instead of their lowest attribute to recover Stress.


==== Charming Composure ====
==== Charming Composure ====
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==== Steady Heart ====
==== Steady Heart ====
When you push yourself on a Chatty action, choose one:
When you push yourself on a Tender action, choose one:
* ''find a temporary contact — discreetly divert attention — ease tension''
''find a temporary contact — discreetly divert attention — ease tension''


==== Well Connected ====
==== Well Connected ====
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;Starting Actions
;Starting Actions
: Flowing 2
: Flowing 2
: Pulse 1
: Tender 1
   
   
==== Beast Heart ====
==== Beast Heart ====
You have tamed or created a monster to serve you.
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]].


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


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


==== Wild Battler ====
==== Wild Battler ====
When you confront elementals, improve your Position.
You can use [[Princess_Abilities_(PW)#Wild_Magic|wild magic]] anywhere.
When you channel wild magic, increase Effect.
When you channel wild magic, increase Effect.
When a wild magic surge occurs, recover 1 Stress.
When a wild magic surge occurs, recover 1 Stress.
When you confront elementals, improve your Position.


==== Wild Channel ====
==== Wild Channel ====
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==== Wild Harmony ====
==== 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 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.
When you help to destroy an elemental near a kingdom, reduce the Chaos it would cause by 1.
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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.
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 it, but you still draw worried glances.
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:'''   
'''Touchstones:'''   
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;Starting Actions
;Starting Actions
: Supple 2
: Supple 2
: Pulse 1
: Tender 1


==== Chaos Lightning Rod ====
==== Chaos Lightning Rod ====
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==== Crafty Creator ====
==== Crafty Creator ====
Gain increased Effect when you use Supple to build, repair, or understand something. In downtime, add +2 ticks when you use Supple on a long-term project.
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 ====
==== Forge Heart ====
During downtime, you and up to two other princesses each gain +1 downtime activity they can spend on any Insight action.
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.


==== Gadget Spark ====
==== Gadget Spark ====
When you take this ability, design a device using [[|Princess_Abilities_(PW)#Magic|Magic]] with up to 3 Spark worth of effects.
When you take this ability, design a device using [[Princess_Abilities_(PW)#Spellcraft|Spellcraft]] with up to 3 Spark worth of effects.
Anyone may use the device to produce those effects. It never costs Spark to do so, and cannot be combined with normal Spark use.
The device can be used repeatedly and does not cost Spark. Its effects cannot be combined with normal Spellcraft.
You roll Supple when you use the device; others roll as normal.
If you include [[Princess_Abilities_(PW)#Storage|Storage]], the device can hold items for you, but it does not create new ones.
 
You always roll [[Actions_(PW)#Supple|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.
You may redesign the device’s effects as a downtime action.
You may take this ability multiple times, creating a new device each time.


==== Gadget Specialty ====
==== Gadget Specialty ====
You create a device that allows you to use an additional [[|Princess_Abilities_(PW)#Specialty|Specialty]] of your choice.
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.
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 in a few minutes with a Supple roll, automatically at the end of an adventure. You can change the specialty it provides as a downtime action.
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 ====
==== Gadget Weapon ====
You can reconfigure your [[|Princess_Abilities_(PW)#Weapon|Weapon]] into a different form with different abilities as a downtime action.
You can reconfigure your [[Princess_Abilities_(PW)#Weapon|Weapon]] into a different form with different abilities as a downtime action.
You can always roll Supple when using your [[|Princess_Abilities_(PW)#Weapon|Weapon]], extending your range.
You can always roll Supple when using your [[Princess_Abilities_(PW)#Weapon|Weapon]], extending your range.


==== Maverick Weapon ====
==== Maverick Weapon ====
When you use your [[|Princess_Abilities_(PW)#Weapon|Weapon]] as part of an action, choose one:
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 a lasting [[Princess_Magic_(PW)#Elemental|element]] effect in the environment — your weapon transforms into another physical form''
''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 ====
+1d to all resistance rolls.
+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:
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''
''a belief, hobby, or heart scar causes an issue — your specialty overloads — you become separated from your allies''


== Open Courts ==
== Open Courts ==

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.

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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.

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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.

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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.

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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.

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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

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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.

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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.