Courts (PW): Difference between revisions
Created page with "{{PW}}{{FiD}}{{tocright}} == Insight == ==== Teleportation ==== You can do a short show to teleport to a remote location, such as another kingdom or significant ruin. This s..." |
No edit summary |
||
| Line 2: | Line 2: | ||
== Insight == | == Insight == | ||
=== General === | |||
==== Teleportation ==== | ==== Teleportation ==== | ||
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. | 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. | ||
| Line 67: | Line 67: | ||
== Prowess == | == Prowess == | ||
=== General === | |||
==== Armored ==== | ==== Armored ==== | ||
This has a visible effect, either you wear actual armor or have some magical effect surrounds you. | This has a visible effect, either you wear actual armor or have some magical effect surrounds you. | ||
| Line 131: | Line 132: | ||
== Resolve == | == Resolve == | ||
=== General === | |||
==== Royal Inspiration ==== | ==== 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. | When you lead or command your subjects they gain +1 quality. When you resist harm on their behalf add +1d to the roll. | ||
| Line 185: | Line 187: | ||
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. | 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 == | |||
=== General === | |||
=== Tinkerer === | === Tinkerer === | ||
Revision as of 18:18, 16 March 2026
| Starfox's Princess World |
| Starfox's Blades in the Dark fan page |
Insight
General
Teleportation
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. 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.
Limited teleportation can be had using princess magic (p 82), but this allows long range teleportation.
Eternal Spark
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.
Sorceress - Insight instigator
Princess Sharp
It only costs you one Stress to push yourself when using an Insight Action.
Bombastic Magic
When you pay prep to use magic as part of an action roll, choose one: you float out of reach — you stun or confuse nearby enemies — you gain an elemental aura.
Just As I Planned
When you fail an action roll, you may mark two Stress to turn it into a partial success.
According To My Calculations
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.
Critical Eye
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
When you use your specialty in an action roll choose one of the following effects: 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.
Spark Focus Mastery
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
Princess Deep
+1d when rolling Insight to resist consequences.
Crafty Creator
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.
Sparks Cantrips
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. 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 and Weapon Mystery in that this power is very flexible, but not as powerful as those.
Spark Sorceress
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: affect several creatures or a larger area — increase the duration — increase the range.
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.
Spark Focus Mystery
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. 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
When you lead a group 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.
Prowess
General
Armored
This has a visible effect, either you wear actual armor or have some magical effect surrounds you. You can turn the ability on and off quite easily, but having it on is not a social problem among princesses. 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.
Flight
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. 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.
Champion - Prowess instigator
Princess Powerful
It only costs you one Stress to push yourself when using a Prowess Action.
Mine's Bigger
Your princess focus is unusually powerful. When you use your focus as part of an escalated action, choose one: push yourself without paying Stress — gain potency — your weapon transforms.
So Fighty
When you push yourself in an action roll that involves fighting or physical force, choose one: 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
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.
Unstoppable
You may mark a level one harm to negate a consequence that isn't harm.
Mighty
You are the strongest humanoid around except for someone else with this ability. When you need to roll, use Flash. 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
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.
Guardian - Prowess anchor
Brave
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
+1d when rolling Prowess to resist consequences.
Back in Action
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.
Guardian
When you Protect That Smile, gain +1d to your resistance roll and clear one Stress.
Very Very Sneaky
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.
How Dare You
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.
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 or dies, mark eight Heart XP and four Stress.
Right on Time
When its time for a fight, you can be right there if it makes any kind of sense at all — spurious reasons are ok.
Resolve
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
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.
Diva - Resolve instigator
Princess Social
It only costs you one Stress to push yourself when using a Resolve Action.
Hard To Ignore
When you push yourself in an action roll that involves talking or getting attention, choose one: everyone looks at you and only you — you look very dramatic — your voice reaches everyone present.
Rook's Gambit
Take 2 stress to roll your best action rating while performing a different action. Fib how you do this.
Misdirect
When you Resist a Consequence that would focus attention on you, instead of negating the Consequence you can redirect it at someone else.
Rabble Rouser
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.
Scene Stealer
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.
Star
Gain increased Effect when you perform for an audience, including holding a speech.
Diplomat - Resolve anchor
Princess Invulnerable
+1d when rolling Resolve to resist consequences.
Princesses, Assemble
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: 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
You may give yourself or another princess an extra action during every downtime phase.
Jolly Cooperative
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: your connection to those helping you is clear — a truth is revealed — you know what you have to do.
Devil's Due
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.
Mask
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
During downtime and when Gathering Information, you get +1d on all Resolve actions.
Gracious
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
General
Tinkerer
Talented
Choose 3 Actions that make sense as a set. You can push these Actions at a cost of only 1 Stress. Pushing always costs at least 1 Stress.
Unruffled
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.
Always Make Notes
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).
Constantly Tinkering
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.
Merchant Heart
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.
Never Not Networking
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.
Happy Hobbyist
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.
Amulet
You can expend 2 Spark to reduce an Insight consequence by one level.
Rebel
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
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.
Chaos Channel
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
You have an instinctive affinity for wild magic. When channelling wild magic choose one: you understand exactly what you're dealing with — you are the calm in the storm — you discover something new. 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
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.
Rebel Heart
Add +1d to all resistance rolls. When you pay no Stress for resisting, you must choose one: a belief, indulgence, or scar causes an issue — your specialty overloads — lose sight of your friends.
Loose Cannon
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.
Web of Deceit
You gain +1d when you gather information. If you succeeded at gathering information about a score, get +1d to the engagement roll.

