Princess Abilities Blades (FiD)

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Actions

Just The Right Tool

You can always use Tinker for a Set Up action, 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.

Calculations

You may always use bookworm 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.

Crafty Creator

Increased Effect to all rolls made using Artsy. For you Artsy is always an appropriate Action to use when working on a long term project.

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.

Insightfully Inquisitive ¤

Add increased Effect to all rolls made using Nosy, and add +1d to all Gather Information and Investigation rolls.

Signature Action ¤

Select any one Action. Whenever you roll this Action, you gain increased Effect. You also gain an additional XP whenever you train the associated core trait.

Social Chameleon ¤

You're adept at fitting in, no matter your surroundings or company. When making Consort and Sway rolls with any group that has a neutral (0) or better relationship with your kingdom, you may ignore Tier as a factor.

Style Savvy ¤

Add increased Effect to all rolls made using Stylish, and add +1 to the quality of parties you help prepare.

Chaos

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.

Downtime

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.

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.

Efficiency Expert

You may give yourself or another princess an extra action during every downtime phase.

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.

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.

Harm

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.

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.

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.

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.

Movement

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.

Amphibian

You can breathe water and swim at twice walking/running speed. Even without this special ability, each of these two abilities can be gained at a cost of one point of prep using princess magic (p 82).

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.

Prep

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.

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.

Charms

You can spend prep to create minor magical effects. 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 Charm Special and Weapon Mystery in that this power is very flexible, but not as powerful as those.

Charm 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.

Eternal Pockets

Make a resistance roll using the trait that seems most relevant to the situation. After paying the Stress, you restore your prep points to full. You can do this as many times as desired.

Pockets in my Dress

Gain +2 prep points.

Charm Sorceress

You are exceptionally good at princess magic (rulebook p 82) and the effects of Charms and Weapon Mystery if you have those special abilities. Reduce the prep cost of princess magic by one. You can spend an additional prep to pick one: affect several creatures or a larger area — increase the duration — increase the range.

Charm Summon

You can spend one prep 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 prep 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.

Weapon Stunts

You have mastered the use of your princess weapon to the point that you can use it for advanced stunts, based on the nature of the weapon. This works best for weapons 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 the increased Effect and potency of your princess weapon on these stunts, see Princess Weapon on page 12 of the rulebook.

Charm Weapon Mystery

You gain a new option for princess magic available only to you, to make the effects of your princess weapon (Rulebook p 12) lasting and a benefit or hindrance to others. Spend prep to create a magical effects based on your princess weapon, see Princess Magic on page 82 of the rulebook.

  1. Spend one prep point to create a temporary physical effects with your princess weapon, such as using the plant attack to create a bridge across a ravine, or your electric attack to power an electrical machine.
  2. Spend two prep to create a permanent effect (as §1 above) or make your princess weapon 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 weapon attacks that are not physical, you have to discuss with the group what this would do, if anything.


Resist

Princess Resilient

+1d when rolling Fitness to resist consequences.

Common Sense

You can use your sensible Action to resist instead of Wit or Charm.

Guardian

When you Protect That Smile, gain +1d to your resistance roll and clear one Stress.

Princess' Insight

+1d when rolling Insight to resist consequences.

Princess' Invulnerable

+1d when rolling Prowess to resist consequences.

Princess' Resolve

+1d when rolling Resolve to resist consequences.

Strong 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.

Stress

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.

Just As I Planned

When you fail an action roll, you may mark two Stress to turn it into a partial success.

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.

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.

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.

Mine's Bigger

Your princess weapon is unusually powerful. When you use your weapon as part of an escalated action, choose one: push yourself without paying Stress — gain potency — your weapon transforms.

Royal Insight

It only costs you one Stress to push yourself when using an Insight Action.

Royal Prowess

It only costs you one Stress to push yourself when using a Prowess Action.

Royal Resolve

It only costs you one Stress to push yourself when using a Resolve Action.

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.

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.

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.

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.

Other

Beast Friend

You can converse with animals, elementals, and monsters. Most beasts are not very intelligent, so any conversation has to be simple, but this allows you to use your full range of Actions against such creatures.

Challenge

When you confidently challenge a specific opponent, there is a lull in the battle. Select one: conversation is possible — there is a pause while you duel — everyone else has time to run away.

Coordinated Creativity

When you lead a group action, if at least two participants roll a full success you may take that as a critical success.

Faction Connections

Gain increased Effect when dealing with factions. When relations with a faction reach +3 for the first time, mark one bonus XP for yourself and your kingdom.

Fairy Companion

You have a fairy who loyally accompanies you, offering advice and helping when she can. You can pay one stress to have the fairy assist you, gain +1d. If the GM agrees then your fairy may make a set up action, rolling 2d. Fairies are tiny and fragile. If they take any harm they will poof into a perfect fairy gem. It takes a downtime or 2 prep to restore the fairy to their normal form. Princesses may Protect That Smile on behalf of a fairy.

Limited flight can be had using princess magic (p 82), but this allows sustained flight and aerial combat.

Gadget Girl

When using tools or magic tools to deal with barriers, traps, or other obstacles (mundane or magical), ignore the Tier.

Healer ¤

Everyone in your kingdom (including you) gets +1d to all healing treatment rolls.

I Was Here The Whole Time

When you accompany your team you can be sneaking without having to roll. Additionally, you may add yourself to any scene by having a flashback to hiding yourself somewhere. This costs no Stress, and no roll is required.

In The Name Of The Moon ¤

You have the ability to transform and gain power, but it comes with a few strings.

  1. It costs one Stress to transform.
  2. The transformation sequence takes around ten to twenty seconds to complete and is very flashy and obvious. Any notion of stealth is completely out of the question, and you can neither take any other action or be harmed while performing your transformation sequence.

Once transformed you add +2d to all action rolls, but must escalate them at least once. Taking any harm will force you out of your transformed state, with an additional cost of one Stress. If you aren't forced back to your usual form then you don't have to pay any extra Stress. The transformation lasts until the end of the scene.

In The Name Of The Sun ¤

You may only take this ability if you already have In The Name Of The Moon.

You have an even MORE powerful form that your first stage transformation, but it has a few conditions.

  1. You must already be in your first transformation from In The Name Of The Moon.
  2. You must be in a desperate Position in order to summon the strength of emotion required to enter this second stage.
  3. The second stage is even flashier and more obvious than your first stage transformation.

Once in your second stage form all action and resistance rolls gain +4d, but you must escalate at least once. Your second stage lasts until the end of the scene, but failing an action roll will break you out of it instantly, back to your regular princess self. Upon leaving your second stage gain the level 1 harm 'drained'. If you were already drained, instead mark the level 2 harm 'exhausted'. If you were already exhausted you are twonked.

Intensely Dramatic

When you escalate an action choose one: an unlikely boast is proven true — you dismiss an obstacle like it's nothing — something explodes — you look undeniably amazing.

One Princess Army

Scale is never a negative factor for you.

Prepare Carefully

When performing a Set Up action, the position is always controlled.

Prepare Properly

+1d when performing a Set Up action. Anyone benefiting from your set up actions gains +1d, in addition to the usual improved Position or increased Effect.

Purifying Peace

This power takes a while to use and a helpless opponent, so it is not useful in combat and is generally used against a defeated opponent. You purge the target of possession, malign influences, and traumas. It breaks the targets link to any external power source. The target gets a chance to change their ways, uninfluenced by outside pressures. Monsters and elementals return to their natural, pre-magical state. All allies recover 1 Stress.

Daredevil

When taking a desperate action you get +1d to your roll.

The Bigger They Are

When making an Action roll that involves a higher Tier threat gain +1d per difference in Tier.

This Impossible Girl

Your actions always have at least limited starting Effect, regardless of the situation. When this improves your Effect, you also gain +1d on the Action roll and to resist any consequences.