Adventures (PW)
| Starfox's Princess World |
Kingdom Affairs
There's no avoiding it. You can't ignore the problem any longer. You've got a dozen other things demanding your attention but this affair in particular needs to be dealt with right now.
Kingdom affairs are the main 'adventure' part of Frontier Kingdoms, and will form the core of most sessions. They usually involve a serious problem affecting
the kingdom, something that the princesses are going to have to deal with directly. Or maybe the kingdom's patron faction has approached them with a little favour they need done, or maybe it was one of the other factions, or one of the neighbouring kingdoms, or even one of their subjects. Or maybe the princesses want to go out and hunt an elemental or two, or search for treasure in the wild lands, or research magical phenomenon, or get cracking on border expansion, or just find a really good party to attend. Whatever the affair, it's going to require planning, there are going to be obstacles involved, and by the end of it everyone is probably going to be longing for a cup of tea and a nice long bath.
Planning & Engagement
The princesses spend time planning their kingdom affairs. They check maps, study books, argue about the best approach, consult with experts or their subjects, prepare magic and supplies, plan routes, worry about potential dangers, and so on.
You, the players, will probably still do some of that. But all you ACTUALLY have to do is choose the type of approach your princesses are taking. The engagement roll determines how much trouble you're in when the plan is put into motion.
Choose Your Approach
There are six different approaches that can be taken, each with a missing detail that you must provide; Direct, Careful, Tricky, Stealthy, Social, or Noble. To plan an affair, just pick an approach and add the detail. Then the GM will cut to the action as the first dramatic moments of the affair unfold.
Engagement Approaches In Detail
Direct
Get straight to the point, no mucking around.
Detail: The point of attack.
Direct approaches are for princesses who can't be bothered with fiddly nonsense. The point of attack could be a place, a person or object, or even something more abstract like an idea or a belief.
Tricky
Don't be glib.
Detail: The method of deception.
Tricky approaches always involve a degree of subterfuge. Think about both the target and the way the princesses are tricking them, and exactly what they're trying to accomplish with this.
Stealthy
Just don't let them notice you.
Detail: The point of infiltration.
Stealthy approaches differ from tricky approaches in an important way; tricky approaches are about deception, while stealthy approaches are about not being noticed at all.
Careful
Research carefully and do this properly.
Detail: The revealed weakness.
Careful approaches are for princesses who like to plan and prepare. The detail is a weakness, which can be just about anything. Remember that the engagement roll determines the opening position of the affair. On a poor roll maybe the princesses were wrong about the weakness, or weren't able to properly take advantage of it.
Social
Civility, persuasion, tea.
Detail: The social connection.
Social approaches involve a contact, which could be someone the princesses already know or someone new. (Although they'll probably have more luck with a known and trusted ally than an unknown quantity.) It could involve negotiation, a friendly chat, or maybe just a lot of shouting.
Noble
Announce your intentions and engage honourably.
Detail: Your reason for being so nice about this.
With a noble approach there is absolutely no deception or trickery, and if fighting is involved it'll be face to face without any attempt at surprise or subterfuge.
The Engagement Roll
Once the players choose an approach and provide the detail the GM cuts to the action, describing the scene as the princesses begin their affair and encounter their first obstacle. In order to give everyone an idea of how things kick off, we use a dice roll. This is the engagement roll.
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify the dice pool for any major advantages or disadvantages that apply:
Is the affair aligned with the kingdom's focus? Take +1d. For example, Magic Researchers going into the wild lands to retrieve a relic.
Are the princesses particularly suited to this approach? Take +1d. For example, a Social approach with princesses who have high Charm aspects, or having the Elemental Experts boon on an affair involving elementals.
Are the princesses out of their depth with this approach? Take -1d. For example, a Stealthy approach with princesses who have no points in Sneaky.
Will the affair be in a familiar or comfortable environment? Take +1d. For example, if the affair is within the kingdom, or in a place related to a princess's speciality, or somewhere the princesses have spent significant time previously.
Does the affair take place in a particularly difficult, hostile, or alien environment? Take -1d. For example, deep in the wild lands or at a party filled with hostile factions.
Is there an aspect of the affair that could easily go wrong? Take -1d. For example, it involves a kingdom or faction with negative relations, requires precise timing, or involves an unreliable person.
Is the approach especially appropriate? Does it exploit a weakness or vulnerability? Take +1d. For example, a Stealthy approach when infiltrating via a secret entrance, or a Social approach with the detail being a reliable and trusted ally.
Is there anything unsuitable about this particular approach? Is the target strong against it? Take -1d. For example, a Noble approach against a tricksy and cunning kingdom, or a Direct approach against a fortified position or a well-guarded item.
Can any of your friends or subjects help or give advice? Take +1d for each source of help.
Are any enemies or rivals interfering in the affair? Take -1d for each interference.
Are there any other elements that you want to consider? Maybe a lower-Tier target will give you +1d. Maybe a higher-Tier target will give you -1d.
Engagement Roll Results
Crit: Exceptional result. You've overcome the first obstacle and you're in a controlled position for what's next.
- 6: Good result. You're in a controlled position when the action starts.
- 4/5: Mixed result. You're in a risky position when the action starts.
- 1-3: Bad result. You're in a desperate position when the action starts.
Flashbacks
When an affair is underway you can invoke a flashback to take an action in the past that impacts your current situation. Maybe you asked your allies to come in and provide backup against these elementals. Maybe you arranged with your subjects to be on hand with sacks to carry all this stuff back to the kingdom. Maybe you spent some time studying the monsters you just ran into.
The GM sets a Weight cost when you activate a flashback action.
0 Weight: An ordinary action for which you had easy opportunity. Arranging with your subjects to show up somewhere, coordinating a special signal or code word with your fellow princesses, studying a specific aspect of something.
1 Weight: A complex action or unlikely opportunity. Arranging for a disguise to be hidden at the party, having already Bookwormed about the house where the faction leaders are meeting.
2+ Weight: An elaborate action that involved special opportunities or contingencies. Coordinating a balloon with a rope ladder to be sent over your location just at this moment, uncovering detailed information about the secret passages that lead to the master control room.
After the cost is paid, a flashback action is handled just like any other action. Sometimes it will entail an action roll, because there's some danger or trouble involved. Sometimes a flashback will entail a fortune roll, because we just need to find out how well things went. Sometimes a flashback won't call for a roll at all; you just pay the Weight and it's accomplished. At the GM's discretion a flashback might be paid for by Treasure or Standing, rather than Weight. For example, if Chaos is significantly raised during an affair, to the point that Wild will be increased, you could pay a Treasure and flashback to taking the free time action Calm The Wilds, thus reducing Chaos and avoiding that Wild increase.
Flashback Limits
A flashback isn't time travel. It can't undo something that just occurred in the present moment. For instance, if a faction representative confronts you about the disappearance of a magical artefact, you can't call for a flashback to stop her from showing up. She's here now, questioning you. That's established in the fiction. However, you COULD call for a flashback to show that you planted that artefact in a rival princess's bag...
Time Paradox
Princesses cannot suffer harm or other consequences in a flashback that would have affected them in the time leading up to the point when they had the flashback. In other words, you can't break your arm in a flashback if you've been operating with two unbroken arms this whole time. Instead of handing out harm and such as a consequence of flashback actions, the GM should think about how the princesses' actions in the past might affect them in the present moment. You could start a clock, increase Chaos, damage relations, have a rival show up, introduce a threat, or even inflict harm on them in the present. Linking causes in flashbacks to effects in the present moment can really bring an affair together.
Prep Points
Princesses are known for their flexibility and adaptability. They'll often come up with a bit of magic or useful item just at the moment they need it. Princesses don't need to specifically note what equipment, items, and magic they're carrying. Instead, at the beginning of each new kingdom affair each princess gets five prep points that they can spend whenever they need something extra. It might be a tool, mundane or magical. It might be an extra weapon, for just those moments when your princess weapon has been smacked out of your hand by a raging frost elemental and you could really use your trusty flame dagger. It might be a sequence of bombs, each more unlikely than the last. It could also be a pinch of extra magic to make yourself faster or sneakier, to disguise your appearance, or to summon some magical fireworks as a distraction.
In any case, whenever you need something during an affair just tell the GM what you're pulling out and mark off a prep point. If it's particularly rare or powerful then the GM might rule that it costs two prep points. If you want an item or magical effect to be of fine quality (+effect when used as part of an action roll) then it will cost an additional prep point. The GM might also request justification for why the princess has this particular item, or require a flashback to explain where and how they acquired or prepared it. Prep points cannot be regained during an affair. Once they're gone, they're gone.
Picking Up Stuff
If a princess wants to take something she finds during an affair, mark off a prep point. This includes Treasure; one prep point per point of Treasure grabbed. Remember that any princess can mark two prep points to use storage magic, which holds her kingdom's Tier+3 items or Treasure.
Using prep points to take something means that it's been tucked away, relatively safe and secure. If a princess has used up all of her prep points but wants to grab something, then she's holding it in her hands. If she wants to do anything she's probably going to have to put that thing down, and then remember to pick it up again when she's done.
If a princess wants to take Treasure or specific items along on an affair then mark one prep point for each item or point of Treasure carried. However, unless the item is absolutely vital to the affair it's usually better to just mark off the prep point at the moment you need the thing.
Princess Magic
Princesses sometimes need a little more oomph than usual. The following magical abilities cost prep points to use, and could be represented by a small charm, a magic scroll or potion or other item, some extra preparatory study done before the affair, or just the princess summoning extra power to pull off a clutch move. If there's a number after the magic then that's how many prep points it costs, otherwise it costs 1 prep point. If the princess is out of prep points and wants to use magic it will cost her two Weight per prep point.
Generally, most magic will add increased effect or +1d when used as part of an action roll. If an additional prep point is used to make the magic fine quality add both +1d and increased effect to the roll.
If a princess wants to use magic that doesn't fit into any of these categories, it's up to the GM as to whether she has access to that magic, how effective it is, and how many prep points it will cost.
Shield (2)
Resist physical or magical damage, reducing harm by one level. Ineffective against social harm. See Magic Shields (pg 76) for more details.
Storage (2)
Some kind of pocket dimension, magic chest, or bag of holding situation. Holds up to Tier+3 Treasure or items until the princess returns to her kingdom. If Storage magic isn't used, each Treasure or item costs one prep point to carry.
Illusion
Create the image and/or sound of something, alter your own or someone else's appearance, conjure magical lights or fireworks to distract or entertain.
Movement
Move fast, jump high, climb like a spider. At the GM's discretion this could also include limited teleportation or flight.
Divination
Reveal secrets about a person, object, or place, uncover hidden things, see the possibilities that lie ahead, banish illusions.
Elemental
Fire, water, air, earth, light, darkness; frontier princesses command them all.
Aftermath
After a kingdom affair is concluded, it's time for a break. The post-affair phase is divided into five segments, as follows:
- - Rewards Earned
- - Chaos Grows
- - Complications
- - Free Time Activities
- - Winding Down
Rewards Earned
When a kingdom affair is successfully resolved, add 2 Standing. If the affair involved a threat that was higher Tier than the kingdom, add +1 Standing per Tier higher. If the threat was lower Tier than the kingdom then the Standing reward is reduced by -1 per Tier lower (minimum zero). If someone promised to pay the princesses they might be awarded Treasure or receive other benefits. They might also have found Treasure during the affair.
Kingdom boons such as Trade Freedom or Highly Placed Friend will award their bonuses during this step, and valuables such as treasure palace cores may be exchanged for Treasure or other benefits.
Chaos Grows
Chaos increases naturally over time, as wild magic gathers beyond the borders. After every kingdom affair increase Chaos by 1. Discord and bad moods also increases Chaos. For every group with which the kingdom has -3 relations, increase Chaos by 1. If time was spent in the wild lands during the affair then Chaos increases at the following rates, depending on how the princesses behaved:
Quiet, calm and respectful; no fighting occurred: no extra Chaos.
Mostly okay but maybe a bit rough; any fights resolved quickly: +2 Chaos.
Noisy and stompy; multiple or drawn-out fights: +4 Chaos.
They just went crazy over there; constant rowdy fighting: +6 Chaos.
Next, add Chaos from wild magic dice used and local wild magic surges:
- 0-2: Mostly safe. No mechanical effect.
- 3-5: +2 Chaos
- 6-9: +4 Chaos
Add an additional +1 Chaos for each wild magic dice/surge more than nine. For example, if eight wild magic dice were used and four wild magic surges occurred, the kingdom's Chaos would increase by +7. If Chaos ever reaches ten, immediately reset it to zero, increase the kingdom's Wild by 1, and trigger a wild magic surge. See the Chaos section (pg 66) for more details.
If a kingdom's Wild reaches 5 then the nearby wild lands have become intensely chaotic and dangerous. This does not necessarily mean an automatic failure on the part of the princesses, but their inability to calm and counter the wild lands near their kingdom will certainly be noticed. They should expect a visit from one of the factions, perhaps their patron, perhaps the Silver Masks or the Hunter Guild or the Kingdom Defenders, or maybe the Wandering Stars will arrive in one of their moving castles. Whoever it is that shows up, they're not going to be particularly warm towards the princesses. How things progress is up to the GM, but the freedoms of the player princesses are likely to be restricted and their actions given stern oversight.
Keeping both Chaos and Wild low should be a high priority. Once Wild rises there is no simple method to reduce it. It might be possible to lower Wild via long term projects, but this will likely require considerable resources and outside help. It's up to the GM as to what is required and who the princesses will have to appeal to in order to get this done. At the GM's discretion more out-there elements could also be covered.
Ending The Session
Generally, sessions will end after all princesses have used their Free Time actions and concluded the Winding Down phase. Sometimes, if the players are pressed for time and an affair is running especially long, a session might end in the middle of an affair. Sometimes an entire session can be dedicated to the Aftermath phase. All of these scenarios are absolutely fine. However you finish things, at the end of each session comes the advancement phase, during which you should review XP triggers and award XP to both the princesses and their kingdom. The end of the session is also the time to roll for and advance big picture clocks. Elementals & Monsters Every frontier kingdom has to deal with both monsters and elementals. The noisier and stompier the princesses are out in the wild lands, the more likely it is that their little kingdom is going to attract negative attention. When a kingdom is created make a ten segment relations clock for Elementals & Monsters and fill in five segments. At the end of each session adjust the Elementals & Monsters clock as follows:
- For every two points that Chaos increased in this session, add one tick.
- For every wild surge that occurred during the session, add one tick.
- If the princesses didn't spend any significant time in the wild lands, remove one tick.
- For every Calm The Wilds free time action taken, remove one tick.
- If the kingdom has the Border Defences improvement, remove one tick.
Long term projects may be undertaken to drive monsters and elementals away from the kingdom, if the princesses and the GM can agree on their effectiveness. Failed rolls or other actions may also increase ticks in this clock as a consequence.
If the clock is filled, reduce relations with Elementals & Monsters by -1. If the clock is emptied, improve relations with Elementals & Monsters by +1 (to a maximum of zero, unless the GM decides otherwise; under normal circumstances frontier kingdoms cannot have a positive relationship with Elementals & Monsters). After the relations clock is filled or emptied create a new ten segment clock with five segments filled.
There are no specific mechanical effects or penalties for having a lower Elementals & Monsters relation, beyond the usual reduction in free time actions for being at war with a group you have -3 relations with (if it gets that bad). With that said it does represent the interest of wild lands entities in the kingdom. It's up to the GM to interpret that as they may.
Princess Advancement
During the game session:
- When you make a desperate action roll, mark 1 XP in the relevant trait.
- If you fail an action roll and suffer a consequence, mark 1 XP in the relevant trait.
- If you roll a full success on an escalated action, mark 1 XP in the relevant trait.
- The first time you use your speciality during a session, mark 1 XP in Heart.
- For each downtime discussion you are a part of, mark 1 XP in your chosen trait, or Heart.
You can only mark XP once for each action, so for example if you fail a desperate Tough action you only mark 1 XP in Fitness, not 2. At the end of the session review the following XP triggers. For each, mark 1 XP if it happened once or in a normal sort of way, or 2 XP if it happened multiple times or in an especially dramatic fashion.
- You dealt with a threat to the kingdom or stood up to a rival.
- Your scars or indulgences led to drama or conflict.
- You ate or drank something new and delicious.
- You embodied the spirit of your speciality.
- You acted on or formed a new belief.
- You escalated an action.
You may mark end-of-session XP in any trait, or in Heart. When you earn 6 XP in a trait, reset XP in that trait to zero and choose one of the aspects under that trait to improve by one point. Aspects have a maximum value of 3, or 4 if the kingdom has the appropriate Mastery improvement. When you earn 8 XP in Heart, reset Heart XP to zero and choose a new special ability.
Kingdom Advancement
At the end of the session, review the following triggers and mark 1 Kingdom XP for each one that occurred during the session. If a trigger occurred multiple times or in a dramatic or striking way, mark 2 Kingdom XP for it.
- Your focus-specific XP trigger:
- Monster Hunters: Threat defeated/prey hunted.
- Treasure Guardians: New place explored/loot gained.
- Magic Researchers: Report submitted/relic gained.
- Wild Claimers: Shield is Strong/kingdom improved.
- Social Climbers: +3 relations with faction/relations improved.
- If the princesses discovered something interesting or valuable in the wild lands, mark XP.
- If the princesses had a significant interaction with another kingdom or faction, mark XP.
- If the princesses represented their kingdom at a party or other social event, mark XP.
- If the princesses did something to make their subjects happy, mark XP.
- If the princesses dealt with higher Tier threats or rivals, mark XP.
- If all princesses chose the same conversation type in a downtime discussion, mark XP. In addition, princesses can gain XP for their kingdom by gaining, living up to, subverting or changing reputations:
- For each new reputation earned, mark XP.
- For each reputation the princesses lived up to, subverted, or changed, mark XP. When you reach 10 Kingdom XP, reset Kingdom XP to zero and pick one from the following:
- Choose a new kingdom boon.
- Choose two new kingdom improvements.
- Choose a new group of subjects for your kingdom. Remember there is a limit of four points worth of improvements per Land, and a kingdom may support a number of subject groups equal to its Land+1. Advancement bonuses may be reserved until enough Land has been secured to support improvements or new subjects.
