PerilsAndPrincesses v1.0.1 QuickStart Pages
PerilsAndPrincesses v1.0.1 QuickStart Pages
PerilsAndPrincesses v1.0.1 QuickStart Pages
Version 1.0.1
RULES REFERENCE
Virtue Tests Initiative
Roll your stat or under to succeed. Test WITS. If successful, you act before
20 always fails. 1 always succeeds. the enemy. If failed, act after. Proceed in
the same order every round. Rolling a 1
The Three Stats is critical, you may perform two Actions
your first turn.
RESOLVE: Ability to fight in the face
of terror. Channeling your emotions
into physical actions. Fighting
GRACE: Poise under pressure. On your turn you can:
Navigating social and natural hazards. 1. Move somewhere Nearby.
2. Do one Action
WITS: Mental toughness. Emotional You may also React once per round
will to tap into your inner magic. during anyone's turn. E.g. using a
Advantage: Roll two d20s and take Gift ability or spending Heart Dice.
the lower roll.
Disadvantage: Roll two d20s and
take the higher roll.
Attacking
Test RESOLVE for At Hand attacks.
Test GRACE for ranged attacks.
Gift Dice (GD) If you succeed, roll damage dice. Rolling
One d6 per level. Use when invoking a 1 is critical; roll two damage dice and
special abilities or magic. add them.
When using GD, choose how many to
roll. More GD mean more power but a
greater chance of a Mishap.
Defending
Test GRACE to avoid enemy attacks.
On a 1–2–3 GD return. On a 4–5–6 Subtract Armor value from total
they're used up and return after a Rest. damage. Rolling a 20 is critical for the
Doubles on GD: Roll on Mishap table. enemy; ignore your Armor value when
[SUM] means the total on all GD rolled. taking damage.
[DICE] means the amount of GD rolled.
Mundane is Magic
This game is built on a special kind of humble magic. A couple herbs, a bit of
honey, or a length of rope could help you on your adventure. Players should be
creative with the toolbox at their disposal and GMs should reward their creativity.
Place importance on the trinkets you find along the way and keep track of food,
torches and other essentials. It's all about the little things that make a big difference.
Multiple Solutions
Abilities in this game are open-
ended, customizable and applicable
to a wide variety of scenarios. GMs
should present challenges with
more than one single solution, reward
cleverness, and be open to approaches not
covered in the rules. Players should always
seek to find creative uses for what's on their
character sheet and remember to look beyond
what they have written down. The world is open,
and there's always another option.
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Painting the Full Picture
Since the world exists primarily as information that the GM provides the players,
it's the GMs responsibility to answer questions and inform the players of the
stakes in any situation so that the players can interact with challenges in creative,
interesting and fun ways. Players: stay curious and ask questions. GMs: Be open
and honest with information that gives the players opportunities for creativity.
Failing Forward
If you're the GM, try to make the players' dice rolls interesting. Before you ask
your players to roll, you should have an idea of what happens if they succeed,
and what twist or consequence will happen should they fail their roll. If you can't
think of interesting consequences, maybe their action isn't really risky and should
succeed without needing to roll. Players, part of the game is coming up with
solutions that don't even require the risk of a roll.
Telling a Story
There's lots of different ways to play and run a game like this. Some people love
collaborative story telling and building a coherent narrative with a beginning,
middle and end. Others prefer to create an open adventure full of puzzles and
challenges where the players interact with the game. The stories then emerge as
the players try and fail and succeed and change the world around them. The tools
provided in this game work with both styles, allowing you to pick and choose if you
have a story in mind, or roll randomly and allow the story to emerge. Sometimes
when you randomly generate characters, items, and monsters, your imagination
fills in the gaps, and the adventure that emerges is even more exciting than one you
would have planned.
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Creating Your Princess
In the world of this game, A Princess is fairy tale adventurer that relies on emotional
resolve and cleverness more than physical strength. Every Princesses also has a
Fairy Godmother who helps them unlock their inner magic. Princess is a gender-
neutral term; your character can be any gender you choose.
Bilbo Baggins was Princess-like when he confronted Smaug with only word games
(Gandalf was his Fairy Godmother). Luke Skywalker blew up the Death Star only
when he trusted his feelings and listened to the spirit of his glowing blue mentor—
sounds like a Princess. Of course Leia and Snow White and Moana were all
Princesses. Your Princess might not even know they're a Princess at all! Some of
the best Princess stories start out that way.
1. GIFT: Determine your Fairy Godmother and the Gift that sets you apart. This
is your unique magical skill that will grow with your character. It's kind of like a
“class" in traditional role-playing games.
2. STATS: Randomly roll your Virtue scores and your Heart Points (HP). These are
the core of your character's inner strength.
4. STUFF: Determine what stuff you have—the equipment, clothing, money and
weapons you begin your adventure with.
Read the following instructions and roll the appropriate dice. Record the
results on your character sheet (there's one at the back of this book), and
you'll have a fresh new Princess in a few minutes!
A NOTE ON DICE
When referring to different kinds of dice, this book uses a common shorthand
using the letter “d" followed by the number of sides on the die—d20 is a twenty-
sided die, d6 is a six-sided die, etc. For two or more dice, the number of dice is
listed first. For instance, 2d4 means you should roll two four-sided dice.
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Your Fairy Godmother
Your Fairy Godmother is your patron, spiritual guide and guardian. She is the source
of your Gift and helps you grow and develop your powers. She is your intermediary
between this world and the realm of magic.
Your Gift
Your Gift gives you unique abilities that grow in strength and breadth as you gain
experience and confidence. Refer to the corresponding Gift pages to see specific
abilities. As part of your Gift, you get;
• Unique items (and how many inventory spaces they take up in parentheses)
• Talents associated with your Gift
• Innate abilities you can use at any time
• Special abilities you invoke by spending Gift Dice.
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Wild
Heart
ITEMS: Trusty hatchet (1); Fishing kit (1) with line, hooks, sinkers and lures
Innate Abilities
Whisperer: You can speak with animals and intuit their feelings.
Natural Climber: You have advantage on any Virtue tests
involving climbing or tricky terrain.
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Special Abilities
Gain one per level in order.
1. Give a Little Whistle
You can summon friendly local animals and summon to your aid by whistling a
distinct tune. [SUM] small animals (squirrels, rats, frogs) or [DICE] large beasts
(deer, mountain lions, alligators) will help you with a single task to the best of their
ability. The specific type of animal that shows up depends on your location and
surroundings.
2. Roar
You let out a bestial roar. [SUM] creatures that can hear you SAVE or become
terrified for [DICE] rounds.
3. Sniff
You can smell even the faintest trace of scents Nearby. If it's a familiar scent you
recognize the specific individual and how long ago they were present, up to [SUM]
hours ago. If it's a new smell, you know broadly what kind of smell it is—even if it's
a ghost or a fairy or something supernatural. Spending two GD increases the range
to a Stone's Throw. Spending three lets you smell Over Yonder.
4. Wild Form
You transform into the form of an animal you've seen before for up to [DICE]x10
minutes. You have [SUM] HP while in this form. If you fall to 0 HP or below, you
revert back to normal and are Wounded. Being an animal will usually give you a
specific advantage. Big animals could be terrifying, predators could have an extra
attack and tiny animals can hide easily. Turtles have shells, snakes are poisonous,
beavers can gnaw wood, skunks can spray musk. Be creative, work with the GM
and use common sense.
[DICE] = However many Gift Dice you decide to roll. [SUM] = The total rolled on your Gift Dice.
Your Gift Dice return on a roll of 1–2–3. On a 4–5–6 they are used up until you Rest.
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Enchanting Voice ITEMS: Jar of honey
with d4 uses; Worn
and well-loved book of
songs and poetry (1)
TALENTS: Music,
Acting, Poetry
Innate bilities
Mimic: You can mimic voices and sounds with uncanny accuracy.
Alluring: You gain advantage on Virtue tests to calm, de-escalate, soothe or
delight a person or creature through song of verse. When you perform, strangers who
overhear you have a tendency to approach after becoming captivated by your voice.
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Special bilities
Gain one per level in order.
1. Simple Songs
You sing a Happy Working Song, and anyone who hears it can modify a Virtue test
roll up to [SUM]; or sing a Lullaby and Nearby creatures with HP less than or equal
to [SUM] fall asleep. Doesn't affect creatures that can't hear you.
2. Shatter
You hit the perfect resonating high note. All creatures within a Stone's Throw
(not you, but your friends if they aren't prepared) take [SUM] damage or half on a
successful SAVE. Any glass, crystal or other brittle objects within this area crack
and shatter. Doesn't affect creatures that can't hear you or objects that are covered
with thick fabric or another dampening material.
3. Charming Songs
You sing a beautiful Ballad dedicated to a single creature; they regard you as a
friend for [DICE] hours; or sing a huge Showstopper and [SUM] creatures SAVE
or join in singing, dancing, playing instruments or otherwise frolicking for [SUM]
rounds. If you or your friends harm or do something mean to an affected creature,
the effect ends. Doesn't affect creatures that can't hear you
4. I Want Song
Once in your life you can roll 4 Gift Dice to compose a deeply heartfelt song where
you sing out your deepest desire. Your Fairy Godmother grants this wish for you.
This could be something intangible, like the resolution to a conflict, removal of a
Curse or Trauma, a special skill or magic ability or something else, with the GM's
approval. If you want to use this ability an additional time, your Fairy Godmother may
ask for you to earn it through a quest, favor, or some other proof of your worthiness.
[DICE] = However many Gift Dice you decide to roll. [SUM] = The total rolled on your Gift Dice.
Your Gift Dice return on a roll of 1–2–3. On a 4–5–6 they are used up until you Rest.
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Spritely
Agility
ITEMS: Grappling
hook (1) with rope
TALENTS:
Athletics, Dancing,
Horseback Riding
Innate Abilities
Evasive: You're skilled at dodging attacks. When unarmored, you treat your
Armor value as 1. At level 4, treat your Armor value as 2 as long as you have no
armor on.
Catlike: You have advantage on Virtue tests that involve acrobatics, climbing or
stealth. You can leap twice as far as most people.
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Special Abilities
Gain one per level in order
1 Nimble
Modify a Virtue test by [SUM] to escape a restraint or trap OR to attempt combat
Antics like shoving, grappling, tripping or acrobatics.
2 Pirouette
On your turn, in addition to your Action, you can attempt an additional attack in the
form of a spinning kick or acrobatic maneuver of your invention. Test GRACE to hit.
If you do, the attack deals [SUM] damage.
3 Frolic
Subtract up to [SUM] damage from a single source as you swerve, leap, prance or
spin out of the way at the last moment.
[DICE] = However many Gift Dice you decide to roll. [SUM] = The total rolled on your Gift Dice.
Your Gift Dice return on a roll of 1–2–3. On a 4–5–6 they are used up until you Rest.
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Elemental Connection
Choose an element that you have a deep
relationship with. It could be the classical
Fire, Earth, Air or Water, or more
whimsical like candy, books or flowers.
TALENTS:
Alchemy, Astronomy,
one talent of
your choice that
relates to your
chosen element
e.g. Sailing for water,
Blacksmithing for fire, etc.
Innate Abilities
Resistance: Any damage or malady caused to you by your chosen element is
reduced by half. At level 4, you become completely immune to this type of damage.
Affinity: You can speak to your element. Elements may communicate via
pantomime, spelled messages and symbols or feelings and intuition. The larger
and older the element, the more information it can convey; An old volcano will have
much more to say than a candle flame, the ocean more than a puddle, etc.
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Special Abilit ies
Gain one per level in order.
1. Shape
You can manipulate an amount of your element that fits within [DICE]x5 cubic feet
and form it into specific shapes. This element must be within a range of [DICE] and
can be moved anywhere within this range, provided it isn't obstructed.
2. Blast
Fire a 5-foot wide elemental blast in a straight line anywhere within a Stone's Throw.
Anyone in its path takes [SUM] damage or half on a successful SAVE.
3. Storm
You call a violent elemental barrage to rain down in a location you can see. [SUM]
creatures within a Stone's Throw of each other take [SUM] damage or half
on a successful SAVE.
4. Summon
You can summon a small elemental being with [SUM] HP. They are friendly to
you and follow your directions. They are amorphous, immune to damage from the
element they are made of, and all their Virtues are equal to your WITS score. They
dissolve after [DICE] hours or if they are reduced to 0HP. They can attack within a
Stone's Throw for d6 damage.
[DICE] = However many Gift Dice you decide to roll. [SUM] = The total rolled on your Gift Dice.
Your Gift Dice return on a roll of 1–2–3. On a 4–5–6 they are used up until you Rest.
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Healing Touch
ITEMS:
Healer's kit (1) including a roll of bandages, vials, salves and splints;
Sewing kit (1) with needles, scissors threads ribbon and buttons; Bar of soap
TALENTS:
Healing, Sewing, Animal Husbandry, Herbalism
innate abilities
Lifeblood: You’re immune to illness, infection, and poison. However, you’re
extra tasty to monsters, vampires and anything carnivorous.
Big Heart: You start with an extra Heart Die. You can also spend your Heart
Dice to heal your friends when you stop for a Picnic.
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SpeciaGainl Abilit ies
one per level in order.
1. Magic Touch
Your very touch offers restorative, healing and calming powers. You're able to:
Touch: Make contact with a creature to restore [SUM] HP.
Smooch: Tenderly kiss a hostile creature. If they have [SUM] HP or less they are
overcome with tenderness and lose their will to fight. This effect ends after [DICE]
x10 minutes or if you or your friends harm the smooched creature.
2. Tears
Spend Time empathizing with someone until you cry [DICE] enchanted tears. Each
tear can cure an Ailment, injury or poison. Extra tears can be saved in bottles but
their effectiveness fades after you Rest.
3. Lock of Hair
You cut a lock of your hair and create a talisman. If a creature is carrying one of
these, they gain [SUM] temporary HP added on top of their normal HP. They can
only benefit from one of these at a time, and the talisman's power fades after you Rest.
[DICE] = However many Gift Dice you decide to roll. [SUM] = The total rolled on your Gift Dice.
Your Gift Dice return on a roll of 1–2–3. On a 4–5–6 they are used up until you Rest.
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Powerful
Friendship
ITEMS: Oak shield (2);
Set of dice
TALENTS: Healing,
Carousing, Gardening
innate abilities
Fast Friends: You’re naturally friendly and likable. You have advantage on any
Virtue tests to make friends, negotiate truces, ask for favors or other friendly endeavors.
Burden: You can Spend Time in conversation with someone to remove a Curse,
Trauma, Ailment or injury from them and take it on yourself.
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Gain one per level in order
special abilities
1. Sidekick
Your powers of friendship have given you a special bond with a small animal of your
choice. They have 1 HP, but are wily and have advantage on GRACE rolls to avoid
being hit. Use your Virtues as their stats. Wounded sidekicks automatically mark
one point of Trauma. Should you lose them, you can recruit a new sidekick if you
find a suitable animal friend. Your sidekick will help you out the best they can in
any situation. In addition, they can use your Gift Dice to either:
Aid: Modify you or your friend's Virtue tests up to [SUM]. They have to reasonably
be able to help in the situation at hand and decide they are helping before the roll.
Fight: They test RESOLVE. If successful, deal [SUM] damage.
2. Defend
You can React in combat at the last second to prevent up to [SUM] damage to a
friend Nearby from a physical attack. You must have something in hand to block the
attack, or you take the damage instead.
3. Circle of Protection
Draw a circle of up to 20 feet in diameter on the ground with salt, chalk or a similar
material. Name a specific person or a category of creatures, for instance, “Lord
Godfrey" or “the undead." This person or type of creature cannot pass in or out of
the circle for [SUM] hours.
4. Protective Rage
If a friend of yours is in direct danger, you can go into a protective rage for [SUM]
rounds. While in this state, you:
• Have advantage on attacks against the threatening creature
• Have advantage on Virtue tests to directly help the friend in danger.
• Add [DICE] to your Armor value.
• Add [DICE] damage to your attacks.
[DICE] = However many Gift Dice you decide to roll. [SUM] = The total rolled on your Gift Dice.
Your Gift Dice return on a roll of 1–2–3. On a 4–5–6 they are used up until you Rest.
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Base Stats
S TATS
For your hero, it's what's on the inside that counts. Three main Virtues form the
basis for your character's skills. The higher they are, the greater the chance you
have of succeeding at a given challenge when you're asked to roll.
Roll 4d4 for each Virtue in order. You may then choose to re-roll a single stat, or
swap values for two stats.
In the game world, losing HP could mean anything from losing your balance to a
superficial bruise to getting the wind knocked out of you to having your will to fight
sapped by a malicious spirit. Reaching 0 HP represents a Wound that has dire
effects and potential Trauma.
Your maximum HP go up by d4 when you gain a level, and lost HP can be restored
by Picnics, Resting, first aid or magic.
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your
alents
represent specific areas of expertise and experience that give
you an edge. Talents allow you to succeed automatically or roll
with advantage when others would need to test their Virtues.
They also allow you to test your Virtues in situations where it
would be impossible for others without your know-how.
E.g. Harmony has the Linguistics Talent. She sees some text from a neighboring
kingdom and the GM rules she can read the text without testing. Later, she finds an
ancient book with an unknown ancient script. The GM asks her to test her WITS
to see if she can quickly decipher it. Her WITS are 12 and she rolls a 16. She cannot
make out the letters right now, but the GM rules that given her Talent, if she Spends
Time she'll be able to figure out the gist of it.
As well as the Talents associated with your Gift, roll on the Talent Table for an
additional hidden Talent.
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Your Stuff
Starting Equipment
Everyone packs the unique items listed on their Gift Page plus a few basic items
to help on their adventure:
3d6 silver pieces; 4 torches (1); 6 meals of trail food (1); A bedroll for sleeping (1);
A tinderbox for starting fires; A big purse or knapsack
Encumbrance
What you choose to bring on your journey is important. Your RESOLVE stat
determines how many items you can carry. Traveling while carrying more items
than your RESOLVE stat makes you Weary. You cannot carry more items than
double your RESOLVE.
Only items of significant weight or size count toward this total; money doesn't count,
nor do tiny items or the clothes on your back. As a general rule, if you could drop an
item on your toe and it would hurt, then it probably counts. If it's a “kit" of multiple
items or a soft but large item like a bedroll it counts, too. Consumables like torches,
food and arrows can be bundled together and count as one item. If an item doesn't
easily fit in your pack, or is very heavy it's considered Bulky and counts as two.
In the following lists, items that count toward your carrying total are marked with
a (1) and Bulky items are marked with a (2). You can mark the circles on your
character sheet to track how much you're carrying.
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Roll d20 on each column.
one
I always carry my...
two
Glad I remembered my...
three
How'd this get in here...
1. Sewing kit (1) 1. Phial of perfume 1. Handful of buttons
2. Ornate spyglass (1) 2. Ruby red lip color 2. Well-loved teddy bear
3. Lantern & oil (2) 3. Scented talcum powder 3. Fortune-telling cards
4. Jar of superb glue 4. Shell inlay hairbrush 4. Finely stitched underwear
5. Writing set (1) 5. Blue silk ribbon 5. Bear claw necklace
6. Grappling hook (1) 6. Lavender soap 6. Bright red feather
7. Pocket knife and sheath 7. Satchel of herbal tea 7. Silver soup spoon
8. Healing kit (1) 8. Pouch of fiery peppers 8. Pouch of glass marbles
9. Hammer and chisel (1) 9. Silver pocket mirror 9. Rusty old key
10. Grandma's cure-all 10. Bundle of old maps 10. Dented thimble
11. Fishing kit (1) 11. Brass jar of incense 11. Sad music box
12. Trapping net (1) 12. Watercolor paint set 12. Assorted stone runes
13. Pickaxe (1) 13. Leather-bound diary 13. A pungent mushroom
14. Set of lock picks (1) 14. Wood box of sea salt 14. Wooden toy horse
15. Beeswax candles (1) 15. Packet of chalk sticks 15. Foldable paper fan
16. Simple shovel (1) 16. Brass bell 16. Half jar of dark honey
17. Iron pry bar (1) 17. Box of rosewater candy 17. Trusty corkscrew
18. Cooking kit (1) 18. Insect-repelling salve 18. Bone knitting needle
19. Disguise kit (1) 19. Canvas sack & tie 19. Iridescent seashell
20. Iron hunting trap (1) 20. Wooden flute 20. Blue crystal fragment
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yo u b e tte r w atch o ut
for m y.. . (d12)
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How to Play
One person, the Game Master (GM), prepares an adventure for the other players.
The GM describes the situation, and the other players, who take on the role of
adventuring Princesses, decide what they would do. Playing this game feels like a
conversation, as the GM answers the players' questions about the world, the players
make choices about what to do, and the GM describes how the situation changes
based on their actions. There's plenty of room for asides, jokes and other delightful
diversions, but overall gameplay follows a general cycle:
1. The GM describes the fictional world in which the players find themselves. The
players ask any clarifying questions they have, and GM answers so everyone's on the
same page.
2. The players each describe their character's actions and what they hope to
accomplish by them. If they wish to use a special ability, they can spend their Gift
Dice.
3. If a player attempts a risky or uncertain action, the GM will ask for a test of Virtue
to see if they succeed. Other players may spend Heart Dice to help.
4.The GM describes how the fictional circumstances in the game world change
based on the players' actions and dice rolls, and the cycle continues.
d20 d6 d4
Virtues Gifts Heart
E.g. Winifred wants to attempt to climb a slippery rock face. The GM asks for her
to test her GRACE. Winifred's GRACE score is 12. She rolls a d20 and gets a 10.
Whew—she made it up the rocks safely.
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Gift Dice (d6)
When you want to use a special ability, you can choose how many of your Gift Dice
you wish to roll. Rolling more dice puts more energy into your ability and makes the
effect stronger, but increases the chance of a Mishap.
After using Gift Dice, you might get some of the dice back:
When you roll a 1–2–3 on GD, they stay with you and you can use them again.
When you roll a 4–5–6 on GD, they're used up for the day and won't return until
you Rest.
If you roll doubles a Mishap occurs; refer to the table on your Gift page. This rep-
resents side effects and struggles that come with wielding your power. The more
GD you spend on an ability the greater the chance of a Mishap occurring.
E.g. Azalea is level 2 and has the Gift of Elemental Connection. She wants to use her
Blast ability to shoot fire at a black ooze blocking her path. She chooses to use 2 GD
and rolls a 5 and a 2. Since the ability does [SUM] damage, the ooze loses 7 HP from
the blast. The Gift Die that rolled a 5 is used up, but the one showing 2 can be spent
again.
The ooze is weakened but still alive, so Winifred decides to use her Enchanted Voice
to sing it a lullaby. She decides to use 2 GD for this special ability as well. She rolls
a 2 on each die for a total of 4. That's enough to put the ooze to sleep, and since she
rolled 2s, her GD aren't spent. However, since she rolled doubles, a Mishap occurs.
Looking at the Mishap Table for her Gift, she sees that with double 2s, she takes d4
damage for straining her voice.
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Heart Dice (d4)
Heart Dice work in two ways:
1. You can spend any number of Heart Dice when you Picnic to recover HP. The
total number rolled is how much you recover, up to your maximum. Once you spend
a Heart Die, it is gone until you Rest.
2. You can spend Heart Dice to help a friend succeed at a Virtue test. After a friend
rolls a d20 on a test of Virtue and fails, you can spend a Heart Die by describing how
you aid them at the last second. Roll the Heart Die and subtract it from your friend’s
d20 roll; if the result is equal to or lower than the Virtue they were testing, their roll
becomes a success! While fighting, this counts as a Reaction.
E.g. Winifred is crossing a rapid river. The GM asks her to test her GRACE to
see if she makes it. She rolls an 11, which is higher than her GRACE score of 9—a
failure! Azalea is with her though, and decides to spend a Heart Die to try and help
her friend. She describes how she yells to Winifred to watch out for a particularly
slippery patch of rocks. She rolls her Heart Die and gets a 2. That's enough to bring
Winifred's roll down to a 9, meaning Winifred makes it across safely.
Ailments
Perils and Mishaps on your adventure can give you Ailments. When a character has
a particular Ailment, they have disadvantage on all tests of a single Virtue. There
are three Ailments, each affecting a different Virtue:
Oftentimes, a Rest or a Picnic ends these conditions. But in certain cases, the GM
may rule you need to do something specific to cure an Ailment. If a poison causes
Weariness, for instance, you might need to find a certain herbal remedy.
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Advancement
After achieving a major goal or overcoming a significant obstacle, your character
grows in their abilities and Virtues. With the table's consensus, the Princesses can
gain a level. Depending on your game, you all may choose to do this instantly, or
only when the Princesses have some downtime between adventures to hone their
Leveling Up
GIFT ABILITY HP INCREASE VIRTUE DEEPENS
Gain the next Gift Roll d4 and add Roll d20 in order for
ability for your level. to max HP. each of your three
Virtues. If you roll
GIFT DICE HD INCREASE higher than your Virtue,
Your max Gift Dice Your max Heart Dice it increases by one.
increases by one. increases by one.
E.g. Flora is a level 1 Princess with the Kitchen Magic Gift. When she reaches level
2, she decides her character has a bit of a Wild Heart. Rather than add the level 2
ability for Kitchen Magic, she adds the level 1 ability for Wild Heart, “Give a Little
Whistle" to the level 2 space on her character sheet. When she gets to level 3, she
could gain the level 2 special ability of either Gift, or the level 1 ability of another Gift.
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Spending Time
Depending on your adventure, Spending Time could mean something different. It
might be taking 20 minutes to search a haunted crypt, a couple hours foraging in
the wilderness or two days looking for clues in town. In each of these cases, you are
spending your time as resource to complete a task.
Wrinkles
Whenever you Spend Time, The GM can decide to roll to see if a Wrinkle occurs. A
Wrinkle can be anything that complicates, interrupts or adds a layer of a complexity
to an adventure. If the whole party is Spending Time, the GM only rolls once for a
Wrinkle, even if each party member spends that time on a different activity.
E.g. One Princess might Spend Time taking a Picnic while another forages. The
GM makes a single roll during that time.
When there's a chance of a Wrinkle, the GM should always warn the party so they're
aware of the stakes. The GM can then roll a die to see if a Wrinkle occurs.
E.g. After traveling all day through the forest, Winifred and Azalia have made it to
the entry of the sunken tomb. They both decide that they want to rest for the night
before exploring the dangers below. The GM rules that resting and camping here
counts as Spending Time in a wild area, and that a Wrinkle might happen. The
party decides to take their chances, and the GM rolls a d6 where all can see. To their
dismay, a 1 is rolled! The GM then describes how in the middle of the night a group
of thirsty vampire bats fly out of the tomb entrance and interrupt their rest...
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Fighting
Running Combat
Battles can be run with only descriptions like a conversation, or you can add
physical markers to keep track of everyone's position. Miniatures and terrain, a
drawing on a white board or household objects work great in person. There are a
lot of options for online virtual table tops as well. Use whatever is easiest and most
fun for your group.
Initiative Defending
When a fight is about to break out, Monsters don't roll dice to attack like
Princesses all test their WITS. If they Princesses do. Instead, you test your
succeed, they act before the enemies in GRACE when they attack to see if you're
whatever order they wish. Players who able to avoid getting hurt. If you fail, the
fail act after the enemies. Rolling a 1 on GM rolls the monster's damage dice to
an initiative test is a critical success; see how many HP you lose.
take two Actions your first turn.
On Your Turn
While fighting you can do up to two things on your turn:
1. Move somewhere Nearby. You can skip your Action to move a Stone's Throw.
2. Take an Action. Examples include attacking with a weapon, using your Gift,
casting a magic spell, using an item, performing antics, healing a Wounded friend,
interacting with the environment, attempting to de-escalate the fight, or anything
else you could reasonably attempt in ten seconds.
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Armor
Armor reduces damage to your HP from For more creative antics, describe your
physical sources. Subtract your Armor end goal, how you want to achieve it,
value from damage taken. and what you're going to use to help
you. The GM then makes a ruling on
Critical Hits whether it succeeds, requires a roll, if
you have advantage or disadvantage, or
When you roll a 1 on an attack,
your strike is particularly brutal or if it's simply impossible.
accurate—roll two damage dice and
add them. Talk it Out
Antics in combat can also include
When you roll a 20 while defending, conversation. Trying to open up a
your enemy's attack strikes true. Ignore negotiation, convincing your foes to
your Armor value when rolling damage. back down, creating a diversion or
Ouch. attempts to de-escalate combat
are all valid options. You can also
Reactions speak an incidental sentence or
Once per round you can React when two while taking an Action or
it's not your turn; this is when you can Reaction.
spend your Heart Dice to help a friend's
Virtue test. Some special abilities
allow you to do unique things during a
Reaction.
Wounds
If you are reduced to 0 HP you are
Wounded. You can no longer take
Actions, Move or React unless someone
stabilizes you by healing you or using an
Action to test their WITS and attempt
first aid. Successful first aid restores
you to 1HP. Magical healing, a Picnic or
Rest can restore more.
Antics
Antics can tip the scales in a tricky
situation. Creatively using your
surroundings or outsmarting your
enemies is just as important as
swinging your sword.
Typical maneuvers like
grappling, shoving, disarming
and hiding require a test of
RESOLVE, GRACE, or WITS.
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wounds
When you fall to 0 HP, roll on the Wounded table.
If you take damage that totals more than double your maximum HP,
you don't roll, but automatically get a Trauma point instead. E.g. If
you have 6 maximum HP and something causes 12 points of damage, you
automatically get a Trauma point.
2. What Doesn't Kill You: You're Weary for three days, after which your
resolve permanently increases by 1.
3. Rattled: You passed out but you're OK, just Woozy until you have a
Picnic or Rest.
6. Cracked: You can barely walk and are in pain. You're Weary and
Woozy until you find a soft bed in a homely house to Rest in.
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Trauma
Rolling an 8 on the Wounded table, taking damage more than double your maximum
HP or other horrifying or deadly experiences might cause Trauma. Trauma points
are cumulative and can only be removed by extraordinary, often magical means.
one You're really frightened and the circumstances around your Trauma are all
you can think about. Can't use Gift Dice for 24 hours.
two You're in shock and can't use Gift Dice for 24 hours. You are afraid of
what hurt you and have disadvantage whenever faced with your fear. For example,
if a goblin injured you, you have disadvantage fighting goblins. If you fell, you have
a fear of heights and disadvantage when climbing, etc. This fear ends when you
overcome whatever you were afraid of.
three You've been through enough and this is the end for your Princess.
Depending on your game table, the story you want to tell and the specific
circumstances you could take a number of paths:
1. You decide it's time to retire from the adventuring life. The next time you find
safety, your character settles there and becomes a friendly NPC.
2. You enter a deep enchanted sleep, only to be woken by true love's kiss.
3. You meet your untimely tragic death, and your friends all mourn your loss.
4. Something else entirely. Depending on your game, maybe you're lost to the
fairy realm forever, or become bound to a vampire lord or a coven of hags. Maybe
rescuing you will be the party's next adventure...
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onsters
Monsters have a slightly different set of stats
than Princesses. To keep things simple, they're
pared down to the essentials:
HP: The monster's Heart Points. Monsters that are bigger, tougher or
can avoid injury better have more HP.
SAVE: Unlike Princesses who test RESOLVE, GRACE and WITS,
monsters just use a single stat called SAVE to test to avoid danger and
resist the effects of magic.
Armor: A value the monster subtracts from damage to its HP. Monster
Armor values range 0–3.
Attack: Description of their attack and the damage dice they roll.
CURSES
1. VENOM: Poison is making you weak. 3. ROOTBOUND: You're becoming
Disadvantage on all Virtue tests until very plant-like. Patches of skin feel like
an antidote is found. After three days, bark, you wake up with sprouts growing
the venom passes and you take one from your hair, and after spending any
point of Trauma. Certain herbs work as time standing still, roots grow from your
antivenom. feet and bind you to the ground. Cure by
spending a day in complete darkness.
2. ROT MOUTH: Everything tastes
horrible. Test RESOLVE to consume 4. HICCUPS: You can't be stealthy—
anything without vomiting; this includes your hiccups give you away. You have
the food you need to eat to get the disadvantage on any test in which you
benefits of a Picnic or Rest. Cure by use your voice. Cure by encountering
fasting for three days. something truly terrifying.
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Giant Spider Awakened Tree
HP 8 SAVE 10 Armor 1 HP 8 SAVE 8 Armor 2
Bite (d8) Attacks twice: Bash (d6)
Giant poisonous arachnids that entrap Angry old forest spirits who grab and
prey using sticky webs. consume passersby.
Can shoot a blast of spider webs as an Axes, hatchets and fire ignore its
Action. Webs bind anyone caught in the Armor.
spray and have a chance of sticking to
anyone who passes through. Web spray 1 GD—Can cast Tangle
recharges when the spider Rests.
If Wounded by an awakened tree, suffer
If Wounded by a giant spider bite, you the Rootbound Curse.
suffer the Venom Curse.
Hermetic magic user. Has loads of Bloodthirsty bats that swoop down and
knowledge and might help but only in latch onto their victims before sucking
exchange for really icky things. their blood.
to make it brittle.
Can cast a Curse: test WITS or suffer a
random Curse. This recharges when a Hounds
hedge witch Rests. HP 4 SAVE 8 Armor 0
Bite (d4)
3GD—Can cast Animate, Poof! and
Mine! Often used as guards or hunting
companions. Packs of feral dogs are
known to harass travelers in the wild on
the edges of cities and farms.
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agic
Princesses may encounter monsters and
adversaries that know magic spells. They
may also learn magic spells themselves, be it
through their Gifts or magical items they find
on their adventures.
Spells work similarly to special Gift abilities, where [DICE] is the amount
of Gift Dice you choose to roll when you use magic, and [SUM] is the
total of the roll. Just like your special abilities, Gift Dice are used up on a
4–5–6 but return to be used again on a 1–2–3. Mishaps occur on doubles
(see below).
If you are using a spell against a monster, they may roll a SAVE to avoid
it. If a monster or other adversary is using a spell against you, the
suggested Virtue test to roll to avoid the spell's effects is listed in the spell
description.
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Grimoires: A magic user's
personal spellbook. These are very
rare treasures and are often warded by
powerful protective magic. Most people
that find these are unable to use them
without instruction, intense research
or luck. If you're able to decipher and
attune to the magic of the grimoire,
you may cast the spells recorded in the
book. Casting spells in this way uses
your Gift Dice.
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Spells
1. Animate Range: Nearby
[DICE] Nearby objects come to life and obey your commands the best they can for [SUM]
minutes.
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11. Fog Range: Nearby
A cloud of dense fog appears around you filling the area Nearby for [SUM] rounds.
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Virtues
RESOLV E W IT S
Gif
GR AC E
ARMOR MY G
HEART CURRENT
POINTS
MAX
NAME
Heart
PRONOUNS Dice 2 4 Leve
FAIRY
1 3
GODMOTHER
MY STUFF
Leve
WEAPON DMG DICE
Leve
Money Level
TALENTS
Curses &
IT S
Gift Dice: 1 2 3 4
MY GIFT: MY LEVEL:
CURRENT
INNATE ABILITIES
SPECIAL ABILITIES
4 Level 1
Level 2
DMG DICE
Level 3
Level 4
Trauma:
Perils & Princesses License
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artwork or text from Perils & Princesses or other official materials without permission. The
mechanics and game rules of Perils & Princesses may be reused, built upon, and referenced
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Loads of tools to help you run your fairy tale adventure.
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