PerilsAndPrincesses v1.0.1 QuickStart Pages

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Quick Start Guide

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.

Magic items have their own GD which


Antics
Grappling, tripping shoving or other
are recharged in unique ways.
maneuvers of your invention during
When a spell or ability has a range of combat are resolved with a Virtue test of
[DICE]: 1=Nearby, 2=Stone's Throw RESOLVE, GRACE, or WITS.
and 3 or more=Over Yonder.
Reactions
Heart Dice (HD) Once per round you can React when
it's not your turn. This is when you can
Heart Dice are d4s with two uses.
1. Spend during a Picnic to regain HP. spend your Heart Dice to help a friend's
2. Spend to modify a friend’s failed roll Virtue test. Some special abilities
by the amount rolled. Describe how you allow you to do unique things during a
helped your friend at the last second. Reaction.
Recovering Wounds
Picnic: Short break once per day. If you reach 0 HP, you cannot Act or
Spend Time and consume one meal. Move until stabilized with healing or
Spend Heart Dice to recover HP. magic. Roll a d8 on the Wounded table
Rest: 8-hour break in a safe place. below. Damage greater than double
Consume one meal. Restores all HP, your max HP results in an immediate
HD and GD. Trauma point.

Encumbrance 1. Just a Flesh Wound: Hurt, but


becoming battle-hardened. Once
You may carry up to your RESOLVE stat
healed, your max HP increases by one.
before you become Weary. You cannot
carry more than double your RESOLVE. 2. What Doesn't Kill You: Weary for
Only items big enough that they would three days, after which your resolve
hurt if dropped on your toe count. increases by 1.
Bulky items count as two.
3. Rattled: Passed out but OK. Woozy
Consumable items like arrows, food and until you have a Picnic or Rest.
torches can be bundled as a single item.
4. Scarred: You have a gnarly visible
Ailments scar. Makes for a good story. Might
impress some people. Might scare
Ailments give you disadvantage on others.
tests of a particular Virtue. The three
Ailments are: 5. Clonked: You're disoriented after
• Weary (RESOLVE) a hit to the head, loss of blood or shock.
Befuddled until you Rest.
• Woozy (GRACE)
• Befuddled (WITS) 6. Cracked: You can barely walk and are
in pain. Weary and Woozy until you find
Wrinkles
When the party Spends Time, the GM
a safe haven to spend the night in.

7. Lingering Injury: Impairment that


may roll to see if there's a Wrinkle
ends after three weeks or magical
(a complication, random encounter, or restoration. Specifics at GM's
other setback). The dice rolled depends discretion. Once healed, add d4 to your
on how dangerous the location is. max HP.

Wrinkles occur when a 1 is rolled. 8. Traumatized: Mark one point of


Safe Haven–None Wild–d6 Trauma.
Unfamiliar–d8 Dangerous–d4
Trauma
1. Can't use GD for 24 hours
Distance 2. Can't use GD for 24 hours, and
At Hand: Close enough to touch
Nearby: In the same room. Close terrified of the cause of your Trauma
enough to hear someone talk. until you overcome your fear.
Stone's Throw: Close enough to throw 3. It's all over. Potential outcomes:
something at. retirement, magical slumber, capture
Over Yonder: Visible, but in the tragic death or other end at the table's
distance. discretion.
Core Principles
Gritty and Pretty
In this game, you will make a character inspired by Princess stories and fairy tales
and find out what happens when they embark on an role-playing adventure. The
exact setting of this game is up to you. There are loads of pre-written modules
and settings for games that you can use, or you can invent your own. You are by no
means limited to a strict fairy tale setting (although there's nothing wrong with evil
witches and frog princes) What happens when your Princesses go to the Mythic
Underworld, or the Vampire's Castle, or the Haunted Catacombs? Have fun and
use your imagination.

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.

Rulings Over Rules


This game works best when you use
common sense, imagination and
collaboration. The rules are a
toolkit to create your adventure,
your game and your story, and
you're not beholden to them
if they simply don't work in
a specific circumstance.
Use your judgment and
creativity to decide what
happens on your adventure.

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.

4
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.

Playing the Role


If you are playing this game, you are role-playing. This game has loads of
opportunities to come up with silly songs, interact with fantastic creatures and
embody amazing Princesses. Some players love inventing voices, emotional
play-acting and fully embodying their character. If that's not in your comfort zone,
remember role-playing can be as simple as asking yourself, “What would I do if
you were this person in this crazy situation?" Talk to your friends at the table—tell
them your thoughts, ask for suggestions, then describe your course of action.
Sometimes the best role-player isn't the one with the acting chops, it's the one who
makes the most interesting decisions with their character in mind.

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.

5
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.

To create your character follow these steps on the following pages.

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.

3. PERSONALITY and TALENTS: Create a description of your Princess's wants,


goals and hidden talents. These will help you play the role, make decisions and
immerse yourself in the world.

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.

6
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.

My Fairy Godmother is (roll d6 or choose)


1. An odd OLD WOMAN with a twinkle of mischief in her eye.
2. A noble FAIRY QUEEN, striking and hauntingly beautiful.
3. A SHAPE CHANGER who appears and disappears without a trace.
5. A beloved ANCESTOR, appearing to you through visions in your dreams.
7. An avatar of THE MOON who roams the night and glitters with stardust.
8. A SPIRIT OF THE FOREST. Her face is the leaves and her voice the river.

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.

1. You have a WILD HEART. Because 4. You have an ELEMENTAL


of your animalistic nature, you can call CONNECTION with nature. A
upon woodland creatures and summon particular element is a friend of yours;
them to your aid. it will come to your aid and bend to your
imagination.
2. You have an ENCHANTING
VOICE. You enrapture those who can 5. You have a HEALING TOUCH. You
hear you, beckoning them closer in awe, can restore others with your hands, your
lulling them into a peaceful state, or hair and your tears.
inspiring them to join in.
6. You've kindled a POWERFUL
3. You have SPRITELY AGILITY. FRIENDSHIP with a devoted animal
You are fleet-footed, naturally acrobatic, familiar who stays by your side to offer
and move nimbly and stealthily. You can you aid, advice and company.
leap, dance and run like none other.

7
Wild
Heart

ITEMS: Trusty hatchet (1); Fishing kit (1) with line, hooks, sinkers and lures

TALENTS: Hunting, Fishing, Wayfinding

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.

8
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.

MISHAPS (doubles on Gift Dice)


1s–Smelled Something Distracting: Effect doesn’t happen.
2s–Fleabitten: Take d4 damage.
3s–Lost Your Animal Edge: Gift Dice only return on a 1–2 until you Spend
Time playing with and petting an animal. This includes the dice you just rolled.
4s–Animal Appetite: You become Weary until you eat three meals' worth of food.
5s–Animal Odor: You have disadvantage in social situations and automatically fail
attempts at stealth until you take a bath with soap.
6s–Animal Appearance: You take on some kind of permanent mutation that
makes you look like an animal. Furry ears, cat eyes, a tail, etc.

[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.
9
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.

10
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.

MISHAPS (doubles on Gift Dice)


1s–Voice Cracked: Effect doesn’t happen.
2s–Strained Voice: Take d4 damage.
3s–Uninspired: Gift Dice only return on a 1–2 until you Spend Time observing
something beautiful. This includes the dice you just rolled.
4s–Headache: You become Woozy.
5s–Lost Voice: You can't speak or sing until you drink hot tea or honey.
6s–Earworm: Your song gets stuck in everyone’s head. Everyone within earshot is
Befuddled until they can clear their heads by shocking their system in some way,
e.g. jumping in cold water, eating spicy food or drinking some potent liquor.

[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.
11
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.

12
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.

4 The Magic Dance


Roll 4 Gift Dice. You and your friends Spend Time passionately dancing and
feasting under moonlight. Requires a large bonfire, fresh food and tasty drinks.
When you next Rest, your Fairy Godmother visits you in a dream and offers you a
boon. She won't cause anyone harm, remove Trauma or grant magic powers. She
might:

• Cast a protective or helpful magic spell


• End a Curse or cure an injury
• Deliver a message
• Repair or renew an item
• Leave you the physical gift of a mundane item you really need
• Give you an answer to an important question

MISHAPS (doubles on Gift Dice)


1s–Cramped Up: Effect doesn’t happen.
2s–Tweaked Your Hamstring: Take d4 damage.
3s–Overworked: Gift Dice only return on a 1–2 until you stop and Spend Time
smelling the flowers. This includes the dice you just rolled.
4s–Sore Joints: You become Weary until you Spend Time soaking in warm water.
5s–Dizzy: You're Woozy until you Spend Time regaining composure and you fall
prone if you take any hits in combat. Chewing on peppermint cures this effect.
6s–Accident: You fall and hurt yourself. Roll on the Wounded table.

[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.
13
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.

ITEMS: Symbol of your element,


could be a necklace, crown, ring
or other amulet;
Ornate dagger (1) (d6)
decorated with themes relating
to your element.

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.

14
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.

MISHAPS (doubles on Gift Dice)


1s–Sputter: Effect doesn’t happen.
2s–Backfire: Take d4 damage.
3s–Exhausted: Gift Dice only return on a 1–2 until you Spend Time connecting
with your element. This includes the dice you just rolled.
4s–Elemental Mutation: Something about your appearance changes forever as
the elements take hold. You might have a constant odor of smoke, or your skin
becomes blue like the ocean.
5s­–Explosion: You accidentally set off an uncontrolled explosion centered
around you. You and everything Nearby must succeed a GRACE test or take
[SUM] damage.
6s–Elemental Heart: Your very essence is becoming more elemental than
human and the transition is painful. Roll on the Wounded table (page 52).

[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.
15
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.

16
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.

4. True Love's Kiss


You can roll four Gift Dice and bestow someone with true love's kiss. This kiss can
remove one Trauma, awaken them from magical slumber, transform them back from
being a frog or end another similar deadly Curse, injury or sickness. This ability only
works a single time on any individual.

MISHAPS (doubles on Gift Dice)


1s–Drained: Effect doesn’t happen.
2s–Gave Too Much: Take d4 damage.
3s–Burned Out: Gift Dice only return on a 1-2 until you Spend Time brushing
your hair, bathing in clean water or doing something nice for yourself. This
includes the dice you just rolled.
4s–Spent: You become Weary until you eat something sweet and tasty.
5s–Overflowed: Every creature Nearby heals d6 HP. Every plant around you
blooms and grows instantly.
6s–Enervated: Sharing your life's essence is starting to take its toll. Roll on the
Wounded table (page 52).

[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.
17
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.

18
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.

MISHAPS (doubles on Gift Dice)


1s–Oops: Effect doesn’t happen.
2s–Ouch: Take d4 damage.
3s–Lonely: Gift Dice only return on a 1–2 until you make a new friend. This
includes the dice you just rolled.
4s–Stressed Out: You become Weary until you Spend Time in calm leisure.
5s–Socially Exhausted: You become Woozy until you Spend Time alone.
6s–Betrayed: You were too trusting in the past, and a frenemy you once knew
has taken advantage of you. The GM will introduce this character in the near
future to inflict a Curse, Wound or other setback.

[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.
19
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.

RESOLVE GRACE WITS


Courage in the face of Poise under pressure. Mental toughness, Being
terror. Channeling your Moving deftly and resourceful with your
emotions into physical dexterously. Carefully knowledge of the world.
actions. Being brave and navigating hazards both Having the emotional
enduring pain. Using a social and natural. Aiming willpower to tap into your
sword. a bow and arrow. inner magic. Reacting
quickly to danger.

E.g. Attacking a E.g. Dodging an attack. E.g. Finding the correct


threatening monster. Accurately shooting a bow. herbs to make a potion.
Breaking down a locked Leaping across a rushing Navigating the wilderness.
door. Holding tight to a river. Calming a hostile Performing first aid.
falling friend. Fighting creature. Singing a song. Learning a new language.
the effects of poison. Negotiating a truce. Acting before your foes.

Heart Points (HP)


To determine your starting HP, roll d4+4. HP represent the combination of luck and
tenacity that you use to avoid getting gravely hurt. HP are what keep you upright
and fighting through pain and peril.

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.

20
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.

Talent Table Roll d20 then choose.


1. Cooking or Sewing 11. Brewing or Courtly Etiquette
2. Parlor Games or Masonry 12. Leatherwork or Armory
3. Foraging or Fiber Arts 13. Music or Candle Making
4. Wayfinding or Sailing 14. Linguistics or Cartography
5. Theatre or Herbalism 15. Calligraphy or Baking
6. Blacksmithing or Fishing 16. Folklore or Animal Husbandry
7. Winemaking or Fine Art 17. Dancing or Gardening
8. Carpentry or Brewing 18. Fortune-Telling or Falconry
9. Hunting or Merchantry 19. Astronomy or Horseback Riding
10. Athletics or Lock Picking 20. History or Healing 

21
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.

Armor & Shields


Armor comes in two classes: light and heavy. Light armor takes up one inventory
space and reduces incoming damage by 1 point. Heavy armor is Bulky and takes
up two inventory spaces. It reduces incoming damage by 2 points. Shields reduce
incoming damage by 1 point if they are being properly wielded.

Roll d20 for your armor:


1-2: 3-5: 6-15: 16-20:
HEAVY (2) and HEAVY (2) LIGHT (1) NO ARMOR
a SHIELD (2) Metal armor made Stitched layers of Just the clothes
of interlocking cloth reinforced on your back.
chains or connected with leather or
plates. heavy canvas.

22
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

Bonus Item: Roll d20 then Choose


1–2: 3–7: 8–15: 16–20:
One item from One item from One item from One item from
any column. column one. column two. column three.

23
yo u b e tte r w atch o ut
for m y.. . (d12)

1. Parasol (1) d4 damage. 7. Oak Staff (1) d6 damage.


No one suspects this thing would Two Hands. Great walking stick.
pack such a punch; re-roll any 20 Great walking stick; advantage
when attacking. Plus it keeps out on Virtue tests for wayfinding,
the rain. pushing it during overland travel,
or crossing any terrain where it can
2. Frying Pan (1) d4 damage. help you balance.
Bulky and solid iron. Adds 1 to
Armor as a shield when held with 8. Dagger (1) d6 damage.
two hands. Easily concealed. Can test GRACE
instead of RESOLVE when
3. Cooking Knife (1) d4 attacking.
damage. Handy for all kinds of
tasks. Sharp—like, really sharp. 9. Sword (1) d8 damage.
Critical hits on a 1 or 2. Slashes and pierces. Elegant.

4. Sling d4 damage 10. Flail (1) d6 damage.


Range: Over Yonder. Doesn't take Ignores Physical armor like chain
up inventory space. Make sure you mail. (Shields and magic armor still
pick up rocks to shoot. apply)

5. Hatchet (1) d6 damage. 11. Crossbow (2) d10 damage.


Chops wooden things really well. Range: Over Yonder Can't React in
Trees, doors,shields, etc. battle while you're busy reloading.
Bulky, but bundles with 20 bolts.
6. Hunting Bow (1) d6
damage. Range: Stones throw. Can 12. Battle Axe (2) d10
shoot Over Yonder at disadvantage. damage. Two Hands. Two hands.
Bundles with 20 arrows. Bulky and brutal.

24
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

Tests of Virtue (d20) Advantage/Disadvantage


When you attempt a course of action If you have the ideal tool for the job, the
that is risky, uncertain, and has enemy is distracted or you have some
consequences for failure, the GM will other helpful boon, you roll your test
call for you to test one of your three with advantage. This means you roll two
Virtues (RESOLVE, GRACE, or WITS) d20s and use the lower roll. Similarly,
representing your inner abilities. Roll you have an Ailment or are otherwise
a d20 with the goal of rolling your score impaired, the GM can call for a test with
or lower. disadvantage meaning you roll two d20s
and use the higher roll.

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.
25
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.

26
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.

Recovering Heart Points


Picnic: If you have food and water, you can Spend Time to take a short break and
regain your composure. You can spend any number of Heart Dice you have at this
time by rolling them and recovering Heart Points equal to their sum. A Picnic
consumes one meal of trail food.

Rest: Once every 24 hours you can Rest.


After 8 hours of sleep, as long as you have food, water and a fire (or at least a
blanket) to keep you warm, you recover all your HP and regain all your spent Gift
Dice and Heart Dice. A Rest consumes one meal of trail food.

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:

Weary gives disadvantage on RESOLVE tests.


Woozy gives disadvantage on GRACE tests.
Befuddled gives disadvantage on WITS tests.

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.

27
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.

If you're playing a longer adventure, advancement beyond level 4


comes from finding magical items, seeking new secrets and magic
spells, or doing specific training depending on the world you and
your GM are building together.

Note for One-Shots


If you're only playing a single session, consider starting at level 2. This gives the
PCs more Gift options that they can take advantage of immediately in your limited
game time!

Optional Rule: Abundant Gifts


Some game tables may wish to add additional flexibility and customization to their
character creation. With this rule, you may take a special ability from another Gift
when you level up. You must start with the first ability and work your way up in a
new Gift. You only get the innate abilities from the Gift you started with.

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.

28
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.

Some examples of Spending Time:


• Picnics and Rests while in uncertain territory.
• A day of travel through an uncharted forest.
• Thoroughly searching a room of a dungeon.
• Any Gift ability or Mishap where the rules
ask you to “Spend Time"

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...

Roll when Spending Time. A Wrinkle occurs on a 1.


d8 d6 d4
Unfamiliar Wild Dangerous
Well-traveled road Uncharted forest Enemy stronghold
Navigable river Abandoned ruins Haunted catacombs
Wilderness trail Dark caves Stormy mountaintop
City streets Enchanted grove Shark-infested waters

29
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.

Time and Rounds Attacking


Fights are broken into Rounds which Test your RESOLVE for At Hand
represent about ten seconds of time. attacks. Test your GRACE for ranged
Each round, every character takes a attacks.
turn during which they declare their
Actions and resolve any dice rolls If you succeed, roll your weapon's
involved. This continues until one side damage die to see how much damage
is defeated, surrenders, flees or the you inflict on the monster's HP.
situation otherwise changes. Unarmed attacks do 1 damage.

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.

During Any Turn


You can also React to one thing per round. This usually means spending your Heart
Dice to help a friend or using a special ability that allows you to do something as a
Reaction.

30
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.

31
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.

If your whole party is Wounded, it's up to the GM whether they're


captured, lost forever or some other result.
When you're Wounded, your friends can use an Action to test their
WITS and attempt first aid. Successful first aid restores you to 1HP. If
they have a healing kit, healing talent or similar item they can use it to
stabilize you without needing to roll. Special abilities and magic healing
items are also options.

wounded table (roll d8)


1. Just a Flesh Wound: That really hurt but you're becoming battle-
hardened. Roll a d12 and if it's higher than your current maximum HP
use the new value.

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.

4. Scarred: You have a gnarly visible scar—write down where it is and


how you got it. Makes for a good story. Might impress some people.
Might frighten others.

5. Clonked: You're disoriented after a hit to the head, loss of blood or


shock. You're Befuddled until you 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.

7. Injured: Impaired senses, a broken bone, severe pain or other lingering


injury at the GM's discretion. Heals after three weeks or magical
restoration. Once healed, add d4 maximum HP.

8. Traumatized: Mark one point of Trauma on your character sheet.

32
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...

33
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.

Some monsters are susceptible or resistant to certain things. Some have


unique abilities, can cast spells using their own Gift Dice (use the Magic
Mishap table on page 54) and can inflict Curses when they Wound you
(see page 78).

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.
34
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.

Rot Goblin Black Ooze


HP 10 SAVE 4 Armor 0
HP 4 SAVE 8 Armor 0 Corrosive Touch (d6)
Sharp Stick (d4)
Amorphous corrosive ooze that sticks to
Small cave-dwelling creatures that
and dissolves all it touches.
attack using mossy camouflage,
improvised traps and pack tactics. They Wood and metal corrode when they
love mushrooms and fish guts. come into contact with the ooze.
Slashing at it with a blade will split it
Rot goblin captains have HP 8,
into two oozes, each with half the HP of
Armor 2 and a Sword (d8).
the initial ooze.
If Wounded by a Rot Goblin,
Kill it with fire or freeze it
you suffer the Rot Mouth Curse.

Hedge Witch Vampire Bat


HP 1 SAVE 8 Armor 0
HP 6 SAVE 14 Armor 0
Bite (d4)
Sickle (d6)

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.
35
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.

When a spell or effect has a range of [DICE]:


1=Nearby, 2=Stone's Throw and 3 or more=Over Yonder

MAGIC MISHAPS (doubles on Gift Dice)


1s–Fizzle: Effect doesn’t happen.
2s–Magic Burn: Take 1d4 damage.
3s–Sapped: Gift Dice only return on a 1–2 until you Spend Time in arcane
meditation or the item you used recharges. This includes the dice you just
rolled.
4s–Wild Magic: A random spell is cast instead of your intended effect.
5s–Intoxicating Power: You become Woozy until you Rest.
6s–Curse: Suffer a random Curse in addition to the spell's effect.

36
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.

Robes & Hats: Magical


garments that help you channel
spellcasting energy. They bestow the
wearer one extra Gift Die. These are
rare, protected by charms or Curses,
and lose their effectiveness when
worn with armor.

Relics: These can take the form of


wands, orbs, amulets or other ritual
objects that have been infused with
the ability to cast spells. Relics have
their own Gift Dice to cast their magic
but they get their spent GD back by
recharging in some special way.

Sigils: Sometimes magic users will


store a single spell in a sigil upon a scroll
or tablet. The owner of the sigil can cast
the spell a single time, after which the
sigil is consumed. Sigils can hold the
magic of a single Gift Die, which does
not return no matter what is rolled.

37
Spells
1. Animate Range: Nearby
[DICE] Nearby objects come to life and obey your commands the best they can for [SUM]
minutes.

2. Glitter Spray Range: Nearby, Save: WITS


You shoot out an array of colorful magic glitter Nearby. Up to [SUM] creatures are
stunned for [DICE] Rounds.

3. Poof! Range: [DICE]


Teleport in a puff of smoke to a place you can see. Can be cast as a Reaction.

4. Bind Range: [DICE], Save: WITS


Magically hold [DICE] creatures or objects in place for up to [SUM] Minutes.

5. Slip & Slide Range: [DICE], Save: GRACE


A Nearby area [DICE]x5 square feet is covered in a supremely slippery grease for [SUM]
rounds.

6. Mine! Range: [DICE], Save: RESOLVE


Up to [DICE] objects you can see instantly move to your hand. Range of [DICE].

7. Knock/Lock Range: Nearby


[DICE] doors open with a loud knock, or [DICE] doors shut and are magically sealed for
[SUM] hours.

8. Light/Dark Range: Nearby


An object you touch emits a sphere of light or darkness effecting everything Nearby for
[DICE] Hours.

9. Disguise Range: At Hand, Save: WITS


You alter the appearance of [DICE] creatures for [SUM]x10 minutes into another
humanoid form. Their abilities, stats and other attributes remain the same.

10. Float Range: Self


Float and fly around in any direction as fast as you can run for [SUM] rounds, after which
you fall gently and safely downward.

38
11. Fog Range: Nearby
A cloud of dense fog appears around you filling the area Nearby for [SUM] rounds.

12. Magic Dart Range: Stones Throw


Fire [DICE] magical bolts. Each one of these bolts deals an amount of damage shown on
one of the Gift Dice spent. They can't be dodged.

13. Restoration Range: At Hand


A creature you touch regains [SUM] HP or is cured of [DICE] Ailments or injuries. Can
also mend a broken object.

14. Back to Bed Range: Nearby


You calmly tell [DICE] undead, awakened, otherworldly or animated creatures to go to
bed. They must SAVE or return to their dormant states or home planes of existence.

15. Thingamabob Range: At Hand


[DICE] pictures of simple objects that you draw become real for [SUM] minutes. They
could be tools, keys or something else you devise.

16. Helping Hand Range: [DICE]


Summon an ethereal hand that will help you for [DICE] minutes. It can't fight or lift
Bulky things and must stay within range.

17. Bubble Range: Stone's Throw


A magical bubble of protection surrounds a creature you can see and increases their
Armor value by [DICE] for [SUM] rounds. Can be cast as a Reaction.

18. Tangle Range: Stone's Throw, Save: RESOLVE


Grasping vines sprout in a [DICE]x10 foot radius for [SUM] rounds, entangling creatures
within.

19. Haste Range: Stone's Throw


A creature you can see doubles in speed for [SUM] rounds, giving it an extra Action and
Reaction each round. They become Weary after the effect ends.

20. Fireball Range: Stone's Throw, Save : GRACE


Summon a 20-foot radius fireball that deals [SUM] damage or half on a successful SAVE.

39
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

Curses & Injuries WEARY (Resolve)


WOOZY (Grace)
BEFUDDLED (Wits)

Trauma:
Perils & Princesses License
This license allows anyone to create materials for Perils & Princesses, provided they don't use
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
freely for publishing free or commercial material based upon and/or declaring compatibility
with Perils & Princesses as long as you follow these rules:

1. Artwork and text from Perils & Princesses may not be re-used, copied or translated without
permission from Outrider Creative LLC.

2. The Perils & Princesses logo may not be used without explicit permission from Outrider
Creative LLC.

3. You’re not allowed to give the impression that you've created an official Perils & Princesses
product made by Outrider Creative LLC or that we endorse or sponsor you in any way, unless
we've made special arrangements with you.

4. You must include the following text visibly on your publication website or storefront:
“[Product name] is an independent production by [Author or Publisher] and is not affiliated
with Outrider Creative LLC. Perils & Princesses is copyright Outrider Creative LLC"

Outrider Creative LLC takes no responsibility for any legal claims against your product.

Written, Illustrated and Designed by Ryan Lynch


Edited by Sean Foer

©2023 Outrider Creative LLC. All Rights Reserved.

42
FULL VERSION AVAILABLE
More Monsters, More Magic. More Perils, More Princesses.
Loads of tools to help you run your fairy tale adventure.

For more illustrations and design work visit


outriderdesign.com
For more resources for this game visit
perilsandprincesses.com

43

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