Courts (PW): Difference between revisions
No edit summary |
|||
| Line 34: | Line 34: | ||
Insight courts focus on [[Princess_Abilities_(PW)#Magic|magic]]. | Insight courts focus on [[Princess_Abilities_(PW)#Magic|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. | ||
<div style="text-align:center;"> — [[#top|Back to top]] — </div> | |||
=== Caller === | === Caller === | ||
| Line 70: | Line 72: | ||
==== Weapon Mastery ==== | ==== Weapon Mastery ==== | ||
You can use your [[|Princess_Abilities_(PW)#Weapon|Weapon]] to perform physical stunts at a distance with Flowing, such as grabbing, pulling, or swinging. | You can use your [[|Princess_Abilities_(PW)#Weapon|Weapon]] to perform physical stunts at a distance with Flowing, such as grabbing, pulling, or swinging. | ||
<div style="text-align:center;"> — [[#top|Back to top]] — </div> | |||
=== Witch === | === Witch === | ||
| Line 123: | Line 127: | ||
They train and develop themselves, becoming physical powerhouses or subtle shifters. | 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. | 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 === | === Knight === | ||
| Line 169: | Line 175: | ||
==== Unstoppable ==== | ==== Unstoppable ==== | ||
When you push yourself on a Prowess Action, you may mark level 1 Harm to resist any consequence without having to roll. | 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=== | === Dancer=== | ||
| Line 228: | Line 236: | ||
Insight courts focus on [[Princess_Abilities_(PW)#Magic|magic]]. | Insight courts focus on [[Princess_Abilities_(PW)#Magic|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. | ||
<div style="text-align:center;"> — [[#top|Back to top]] — </div> | |||
=== Caller === | === Caller === | ||
| Line 244: | Line 254: | ||
Insight courts focus on [[Princess_Abilities_(PW)#Magic|magic]]. | Insight courts focus on [[Princess_Abilities_(PW)#Magic|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. | ||
<div style="text-align:center;"> — [[#top|Back to top]] — </div> | |||
=== Caller === | === Caller === | ||
Revision as of 19:59, 21 March 2026
| 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.
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 fiddle with detail and varied abilities; 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)), Atsuko “Akko” Kagari (Little Witch Academia (2017)), Megumin (KonoSuba: God’s Blessing on This Wonderful World! (2016)).
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 [[|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
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 [[|Princess_Abilities_(PW)#Weapon|Weapon]] to perform physical stunts at a distance with Flowing, such as grabbing, pulling, or swinging.
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)).
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 [[|Princess_Abilities_(PW)#Specialty|Specialty]] or [[|Princess_Abilities_(PW)#Weapon|Weapon]]. These effects are small, indirect, and cannot directly harm or overpower others. Use this for utility: spying, creating simple tools, fetching small objects, sending messages, or 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 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:
- 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 .
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.
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 [[[[|Princess_Abilities_(PW)#Magic|Magic]] (PW)|[[|Princess_Abilities_(PW)#Magic|Magic]]]].
These effects reshape the environment: forming bridges, powering devices, suspending objects, or allowing movement in impossible ways. 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.
Knight
“If you’re in trouble, I’ll come running — no matter what.”
- — Sailor Jupiter / Makoto Kino (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.
Touchstones: Utena Tenjou (Revolutionary Girl Utena (1997)), Sailor Jupiter / Makoto Kino (Sailor Moon (1992)), Ryuko Matoi (Kill la Kill (2013)), Erza Scarlet (Fairy Tail (2009)).
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.
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.
Touchstones: Sailor Venus / Minako Aino (Sailor Moon (1992)), Utena Tenjou (Revolutionary Girl Utena (1997)), Lisanna Strauss (Fairy Tail (2009)), Sucy Manbavaran (Little Witch Academia (2017)).
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 follows you for the 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 or change Position.
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
Insight
Insight courts focus on magic. It is a high-prestige, competitive branch, full of everyday rivalries and competitive displays.
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 fiddle with detail and varied abilities; 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)), Atsuko “Akko” Kagari (Little Witch Academia (2017)), Megumin (KonoSuba: God’s Blessing on This Wonderful World! (2016)).
Errant
Insight courts focus on magic. It is a high-prestige, competitive branch, full of everyday rivalries and competitive displays.
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 fiddle with detail and varied abilities; 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)), Atsuko “Akko” Kagari (Little Witch Academia (2017)), Megumin (KonoSuba: God’s Blessing on This Wonderful World! (2016)).
Open Courts
Some abilities are taught to every princess.
Abilities
Additional Court
Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions. Select another court. You gain immediate access to its XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new court.
