Courts (PW): Difference between revisions
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: — Entrapta (''She-Ra and the Princesses of Power'' (2018)) | : — Entrapta (''She-Ra and the Princesses of Power'' (2018)) | ||
An errant anchor, you have an ability elder princesses | 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. | ||
You always had a talent for making things, especially | |||
You | 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 | |||
'''Touchstones:''' | '''Touchstones:''' | ||
Revision as of 21:53, 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 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)), 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. 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.
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
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.
Diva
“Everyone, listen up!”
- — Sailor Moon / Usagi Tsukino (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 Moon / Usagi Tsukino (Sailor Moon (1992)), Nanami Kiryuu (Revolutionary Girl Utena (1997)), Atsuko “Akko” Kagari (Little Witch Academia (2017)), Rebecca Bluegarden (Edens Zero (2021)).
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))
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 Chatty 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.
When you lead a group action, each other participant gains +1d.
Steady Heart
When you push yourself on a Chatty 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
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)).
Beast Heart
You have tamed or created a monster to serve you.
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
When you confront elementals, improve your Position. When you channel wild magic, increase Effect. When a wild magic surge occurs, recover 1 Stress.
Wild Channel
When you reduce a kingdom’s Chaos, reduce your Stress by the same amount.
Wild Harmony
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.
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 it, 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)).
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, add +2 ticks when you use Supple on a long-term project.
Forge Heart
During downtime, you and up to two other princesses each gain +1 downtime activity they can spend on any Insight action.
Gadget Spark
When you take this ability, design a device using [[|Princess_Abilities_(PW)#Magic|Magic]] 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. You roll Supple when you use the device; others roll as normal. 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
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.
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.
Gadget Weapon
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.
Maverick Weapon
When you use your [[|Princess_Abilities_(PW)#Weapon|Weapon]] as part of an action, choose one:
- your attack gains an element — create a lasting 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: 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.
