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{{PW}}{{FiD}}{{tocright}}
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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
| style="padding:4px;" | Witch
|-
| style="padding:4px;" | '''Prowess'''
| style="padding:4px;" | Knight
| style="padding:4px;" | Dancer
|-
| style="padding:4px;" | '''Resolve'''
| style="padding:4px;" | Diva
| style="padding:4px;" | Darling
|-
| style="padding:4px;" | '''Errant'''
| style="padding:4px;" | Wildheart
| style="padding:4px;" | 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.
==== Additional Companion ====
A coterie usually has princesses that are a mix of courts, leads and anchors from various branches, all working to compliment each other.  
 
==== Sparky ====
You have an additional 2 Spark to spend.
 
==== Righteousness ====
When making an action roll that involves a higher-tier threat,  
gain +1d per difference in Tier when you invoke your patron's name or purpose.


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


==== Teleportation ====
== Caller ==
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.
“Now, witness the power of my magic!”
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.''
: — Megumin (''KonoSuba: God’s Blessing on This Wonderful World!'' (2016))


''Limited teleportation can be had using princess magic (p 82), but this allows long range teleportation.''
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.


==== Eternal Spark ====
'''Touchstones:''' 
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.
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)).
 
=== Special Abilities ===
==== Arcane Exploit ====
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''


==== Just As I Planned ====  
==== Crowdbreaker ====
When you fail an action roll, you may mark two Stress to turn it into a partial success.  
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.


==== According To My Calculations ====
==== Especially Special ====
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.
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''


==== Critical Eye ====
==== Flashy Devil ====
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.
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''


==== Especially Special ====
==== Weapon Mastery ====
When you use your specialty in an action roll choose one of the following effects:
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 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 ====
== Witch ==
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.
“Magic is not about power. It’s about understanding.
— Diana Cavendish (''Little Witch Academia'' (2017))


=== Witch - Insight anchor ===
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.
==== Book Casting ====
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.


==== Aware====
'''Touchstones:''' 
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,  
Kiki (''Kiki’s Delivery Service'' (1989)),
add +1d to engagement rolls.
Sailor Mercury / Ami Mizuno (''Sailor Moon'' (1992)),
Homura Akemi (''Puella Magi Madoka Magica'' (2011)),
Diana Cavendish (''Little Witch Academia'' (2017)).


==== 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.


==== Sparks Cantrips ====
==== Eternal Spark ====
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.
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>
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 ====
==== Find Weakness ====
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:
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.
''affect several creatures or a larger area — increase the duration — increase the range.''


==== Spark Summon ====
==== I Planned This ====
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 may always use Solid for a setup action for yourself, either in the moment or as a flashback.


==== Spark Focus Mystery ====
==== Spark Cantrips ====
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 spend '''Spark''' to create minor magical effects related to your [[|Princess_Abilities_(PW)#Specialty|Specialty]] or [[|Princess_Abilities_(PW)#Weapon|Weapon]].
Spend Spark to create a magical effects based on your princess Focus, see Princess Magic on page 82 of the rulebook. 
These effects are small, indirect, and cannot directly harm or overpower others.
#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.
Use this for utility: spying, creating simple tools, fetching small objects, sending messages, or similar tricks.
#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.  
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]].
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 ====
==== Spark Summon ====
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.
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.
 
==== Beastcaller ====
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 ==
 
=== 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 ===
 
==== Impish ====
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.
 
==== Flamboyant ====
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.
 
==== Reflexes ====
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.)
 
==== 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 ===
==== Transformer ====
You have an alternate form that is a monster up to the size of a typical mount or down to that of a fairy.
If you take this ability twice, you instead have 3 such forms.
If you take it 3 times, you have 12 such forms.
You can specify your forms as you assume them for the first time.
 
==== 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.
 
==== Tete-a-tete ====
Push a Resolve action to add leverage to a successful action: ''attract everyone's attention — get a scene alone with someone — escape a location''.
 
==== Ambience ====
When you perform for a moment, define the dominant mood of the scene
(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 ====
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.
 
==== Panache ====
Push to add the following goal to an action: monopolize attention — a moment alone with someone — mysteriously disappear.
 
=== Diplomat - Resolve anchor ===
==== Princess Invulnerable ====
+1d when rolling Resolve to resist consequences.
 
==== Healer ====
You can reduce one instance of Harm by one level by expending 1 Spark.
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.
 
==== Discerning ====
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.
 
==== Tact ====
Pushing Consort gives you an additional benefit:ind a temporary contact — discreetly divert all attention — defuse a tense situation.
 
==== 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 ===
 
==== Inspiration ====
When performing a Downtime Action in a flashback, you may spend Stress in place of Coin to pay the cost.  
 
==== 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.
 
==== Power of Desperation ====
When you roll a Desperate action using powers, gain +1d to your roll.
 
=== 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 ====
Each summoned creature has one form of aid it can provide. Each time you call on that aid, spend 1 Spark:
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 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 .''


==== Chaos Channel ====
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.
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 ====
==== Spark Weapon ====
You have an instinctive affinity for wild magic. When channelling wild magic choose one:
You can use your Princess Weapon to create temporary physical effects.
''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 ====
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]]]].
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 ====
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.
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 ====
== 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'': 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.

Revision as of 19:27, 21 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.

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)).

Special Abilities

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.

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.