PerilsAndPrincesses v1.0.1 QuickStart PF
PerilsAndPrincesses v1.0.1 QuickStart PF
Version 1.0.1
RULES REFERENCE
Virtue Tests Initiative Recovering Wounds
Picnic: Short break once per day. f you reach 0 HP, you cannot Act or
Roll your stat or under to succeed. Test WITS. If successful, you act before Spend Time and consume one meal. Move until stabilized with healing or
20 always fails. 1 always succeeds. the enemy. If failed, act after. Proceed in Spend Heart Dice to recover HP. magic. Roll a d8 on the Wounded table
the same order every round. Rolling a 1 Rest: 8-hour break in a safe place. below. Damage greater than double
The Three Stats is critical, you may perform two Actions
your first turn.
Consume one meal. Restores all HP,
HD and GD.
your max HP results in an immediate
RESOLVE: Ability to fight in the face Trauma point.
of terror. Channeling your emotions
into physical actions. Fighting Encumbrance 1. Just a Flesh Wound: Hurt, but
becoming battle-hardened. Once
On your turn you can: You may carry up to your RESOLVE stat
GRACE: Poise under pressure. healed, your max HP increases by one.
1. Move somewhere Nearby. before you become Weary. You cannot
Navigating social and natural hazards.
2. Do one Action carry more than double your RESOLVE. 2. What Doesn't Kill You: Weary for
WITS: Mental toughness. Emotional You may also React once per round Only items big enough that they would three days, after which your resolve
will to tap into your inner magic. during anyone's turn. E.g. using a hurt if dropped on your toe count. increases by 1.
Advantage: Roll two d20s and take Gift ability or spending Heart Dice. Bulky items count as two.
3. Rattled: Passed out but OK. Woozy
the lower roll. Consumable items like arrows, food and until you have a Picnic or Rest.
Disadvantage: Roll two d20s and
take the higher roll.
Attacking torches can be bundled as a single item.
4. Scarred: You have a gnarly visible
Test RESOLVE for At Hand attacks.
Test GRACE for ranged attacks. Ailments scar. Makes for a good story. Might
impress some people. Might scare
Gift Dice (GD) If you succeed, roll damage dice. Rolling Ailments give you disadvantage on
tests of a particular Virtue. The three
others.
One d6 per level. Use when invoking a 1 is critical; roll two damage dice and
special abilities or magic. add them. Ailments are: 5. Clonked: You're disoriented after
When using GD, choose how many to • Weary (RESOLVE) a hit to the head, loss of blood or shock.
Befuddled until you Rest.
roll. More GD mean more power but a
greater chance of a Mishap.
Defending • Woozy (GRACE)
• Befuddled (WITS)
Test GRACE to avoid enemy attacks. 6. Cracked: You can barely walk and are
On a 1–2–3 GD return. On a 4–5–6 Subtract Armor value from total in pain. Weary and Woozy until you find
they're used up and return after a Rest.
Doubles on GD: Roll on Mishap table.
damage. Rolling a 20 is critical for the Wrinkles
a safe haven to spend the night in.
enemy; ignore your Armor value when 7. Lingering Injury: Impairment that
taking damage.
[SUM] means the total on all GD rolled. ends after three weeks or magical
restoration. Specifics at GM's
[DICE] means the amount of GD rolled.
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
Your Fairy Godmother
Your Fairy Godmother is your patron, spiritual guide and guardian. She is the source
Fairy Godmother who helps them unlock their inner magic. Princess is a gender-
of your Gift and helps you grow and develop your powers. She is your intermediary
neutral term; your character can be any gender you choose.
between this world and the realm of magic.
Bilbo Baggins was Princess-like when he confronted Smaug with only word games My Fairy Godmother is (roll d6 or choose)
(Gandalf was his Fairy Godmother). Luke Skywalker blew up the Death Star only
1. An odd OLD WOMAN with a twinkle of mischief in her eye.
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 2. A noble FAIRY QUEEN, striking and hauntingly beautiful.
Princesses. Your Princess might not even know they're a Princess at all! Some of 3. A SHAPE CHANGER who appears and disappears without a trace.
the best Princess stories start out that way. 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.
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
Your Gift
Your Gift gives you unique abilities that grow in strength and breadth as you gain
“class" in traditional role-playing games.
experience and confidence. Refer to the corresponding Gift pages to see specific
abilities. As part of your Gift, you get;
2. STATS: Randomly roll your Virtue scores and your Heart Points (HP). These are
the core of your character's inner strength. • Unique items (and how many inventory spaces they take up in parentheses)
• Talents associated with your Gift
3. PERSONALITY and TALENTS: Create a description of your Princess's wants, • Innate abilities you can use at any time
goals and hidden talents. These will help you play the role, make decisions and
• Special abilities you invoke by spending Gift Dice.
immerse yourself in the world.
4. STUFF: Determine what stuff you have—the equipment, clothing, money and 1. You have a WILD HEART. Because 4. You have an ELEMENTAL
weapons you begin your adventure with. of your animalistic nature, you can call CONNECTION with nature. A
upon woodland creatures and summon particular element is a friend of yours;
Read the following instructions and roll the appropriate dice. Record the them to your aid. it will come to your aid and bend to your
imagination.
results on your character sheet (there's one at the back of this book), and
2. You have an ENCHANTING
you'll have a fresh new Princess in a few minutes!
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.
A NOTE ON DICE inspiring them to join in.
6. You've kindled a POWERFUL
When referring to different kinds of dice, this book uses a common shorthand
3. You have SPRITELY AGILITY. FRIENDSHIP with a devoted animal
using the letter “d" followed by the number of sides on the die—d20 is a twenty-
You are fleet-footed, naturally acrobatic, familiar who stays by your side to offer
sided die, d6 is a six-sided die, etc. For two or more dice, the number of dice is
and move nimbly and stealthily. You can you aid, advice and company.
listed first. For instance, 2d4 means you should roll two four-sided dice.
leap, dance and run like none other.
Wild Special Abilities
Gain one per level in order.
Heart
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.
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.
Innate Abilities
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,
Mimic: You can mimic voices and sounds with uncanny accuracy. e.g. jumping in cold water, eating spicy food or drinking some potent liquor.
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. [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.
Spritely Special Abilities
Gain one per level in order
Agility 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.
ITEMS: Grappling
hook (1) with rope 3 Frolic
Subtract up to [SUM] damage from a single source as you swerve, leap, prance or
TALENTS: spin out of the way at the last moment.
Athletics, Dancing,
Horseback Riding 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:
Catlike: You have advantage on Virtue tests that involve acrobatics, climbing or
stealth. You can leap twice as far as most people. [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.
Special Abilit ies
Elemental Connection 1. Shape
Gain one per level in order.
You can manipulate an amount of your element that fits within [DICE]x5 cubic feet
Choose an element that you have a deep and form it into specific shapes. This element must be within a range of [DICE] and
relationship with. It could be the classical can be moved anywhere within this range, provided it isn't obstructed.
Fire, Earth, Air or Water, or more
whimsical like candy, books or flowers. 2. Blast
Fire a 5-foot wide elemental blast in a straight line anywhere within a Stone's Throw.
ITEMS: Symbol of your element, Anyone in its path takes [SUM] damage or half on a successful SAVE.
could be a necklace, crown, ring
or other amulet; 3. Storm
You call a violent elemental barrage to rain down in a location you can see. [SUM]
Ornate dagger (1) (d6)
creatures within a Stone's Throw of each other take [SUM] damage or half
decorated with themes relating
on a successful SAVE.
to your element.
TALENTS:
4. Summon
You can summon a small elemental being with [SUM] HP. They are friendly to
Alchemy, Astronomy, you and follow your directions. They are amorphous, immune to damage from the
one talent of element they are made of, and all their Virtues are equal to your WITS score. They
your choice that
dissolve after [DICE] hours or if they are reduced to 0HP. They can attack within a
relates to your
chosen element Stone's Throw for d6 damage.
e.g. Sailing for water,
Blacksmithing for fire, etc.
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.
innate abilities 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
Lifeblood: You’re immune to illness, infection, and poison. However, you’re
Y
Wounded table (page
page 52).
52
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.
[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.
Gain one per level in order
special abilities
Powerful 1. Sidekick
Your powers of friendship have given you a special bond with a small animal of your
Fendship
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:
ITEMS: Oak shield (2); Aid: Modify you or your friend's Virtue tests up to [SUM]. They have to reasonably
Set of dice 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.
TALENTS: Healing,
Carousing, Gardening 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.
Roll 4d4 for each Virtue in order. You may then choose to re-roll a single stat, or
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.
swap values for two stats.
They also allow you to test your Virtues in situations where it
would be impossible for others without your know-how.
RESOLVE GRACE WITS E.g. Harmony has the Linguistics Talent. She sees some text from a neighboring
Courage in the face of Poise under pressure. Mental toughness, Being
kingdom and the GM rules she can read the text without testing. Later, she finds an
terror. Channeling your Moving deftly and resourceful with your
ancient book with an unknown ancient script. The GM asks her to test her WITS
emotions into physical dexterously. Carefully knowledge of the world.
actions. Being brave and navigating hazards both Having the emotional to see if she can quickly decipher it. Her WITS are 12 and she rolls a 16. She cannot
enduring pain. Using a social and natural. Aiming willpower to tap into your make out the letters right now, but the GM rules that given her Talent, if she Spends
sword. a bow and arrow. inner magic. Reacting Time she'll be able to figure out the gist of it.
quickly to danger.
As well as the Talents associated with your Gift, roll on the Talent Table for an
E.g. Attacking a E.g. Dodging an attack. E.g. Finding the correct additional hidden Talent.
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.
Talent Table
falling friend. Fighting creature. Singing a song. Learning a new language.
the effects of poison. Negotiating a truce. Acting before your foes. Roll d20 then choose.
1. Cooking or Sewing 11. Brewing or Courtly Etiquette
2. Parlor Games or Masonry 12. Leatherwork or Armory
Heart Points (HP) 3. Foraging or Fiber Arts 13. Music or Candle Making
To determine your starting HP, roll d4+4. HP represent the combination of luck and
4. Wayfinding or Sailing 14. Linguistics or Cartography
tenacity that you use to avoid getting gravely hurt. HP are what keep you upright
and fighting through pain and peril. 5. Theatre or Herbalism 15. Calligraphy or Baking
6. Blacksmithing or Fishing 16. Folklore or Animal Husbandry
In the game world, losing HP could mean anything from losing your balance to a 7. Winemaking or Fine Art 17. Dancing or Gardening
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
8. Carpentry or Brewing 18. Fortune-Telling or Falconry
effects and potential Trauma. 9. Hunting or Merchantry 19. Astronomy or Horseback Riding
10. Athletics or Lock Picking 20. History or Healing
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.
Your Stuff Roll d20 on each column.
Starting Equipment
Everyone packs the unique items listed on their Gift Page plus a few basic items
to help on their adventure:
one
I always carry my...
two
Glad I remembered my...
three
How'd this get in here...
3d6 silver pieces; 4 torches (1); 6 meals of trail food (1); A bedroll for sleeping (1); 1. Sewing kit (1) 1. Phial of perfume 1. Handful of buttons
A tinderbox for starting fires; A big purse or knapsack 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
yo u b e tte r w atch o ut How to Play
One person, the Game Master (GM), prepares an adventure for the other players.
1. The GM describes the fictional world in which the players find themselves. The
1. Parasol (1) d4 damage. 7. Oak Staff (1) d6 damage. players ask any clarifying questions they have, and GM answers so everyone's on the
No one suspects this thing would Two Hands. Great walking stick. same page.
pack such a punch; re-roll any 20 Great walking stick; advantage
2. The players each describe their character's actions and what they hope to
when attacking. Plus it keeps out on Virtue tests for wayfinding,
accomplish by them. If they wish to use a special ability, they can spend their Gift
the rain. pushing it during overland travel,
Dice.
or crossing any terrain where it can
2. Frying Pan (1) d4 damage. help you balance. 3. If a player attempts a risky or uncertain action, the GM will ask for a test of Virtue
Bulky and solid iron. Adds 1 to to see if they succeed. Other players may spend Heart Dice to help.
Armor as a shield when held with 8. Dagger (1) d6 damage.
two hands. Easily concealed. Can test GRACE 4.The GM describes how the fictional circumstances in the game world change
instead of RESOLVE when based on the players' actions and dice rolls, and the cycle continues.
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. d20 d6 d4
Virtues Gifts Heart
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 Tests of Virtue (d20) Advantage/Disadvantage
When you attempt a course of action
pick up rocks to shoot. apply)
that is risky, uncertain, and has
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.
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
Recovering Heart Points
Picnic: If you have food and water, you can Spend Time to take a short break and
effect stronger, but increases the chance of a Mishap. 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
After using Gift Dice, you might get some of the dice back: consumes one meal of trail food.
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 Rest: Once every 24 hours you can Rest.
you 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
If you roll doubles a Mishap occurs; refer to the table on your Gift page. This rep- Dice and Heart Dice. A Rest consumes one meal of trail food.
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.
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.
Advancement Spending Time
Depending on your adventure, Spending Time could mean something different. It
After achieving a major goal or overcoming a significant obstacle, your character might be taking 20 minutes to search a haunted crypt, a couple hours foraging in
grows in their abilities and Virtues. With the table's consensus, the Princesses can the wilderness or two days looking for clues in town. In each of these cases, you are
gain a level. Depending on your game, you all may choose to do this instantly, or spending your time as resource to complete a task.
only when the Princesses have some downtime between adventures to hone their
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.
Leveling Up • Any Gift ability or Mishap where the rules
VIR
VIRTUE DEEPENS
ask you to “Spend Time"
GIFT ABILITY HP INCREASE
Gain the next Gift Roll d4 and add Roll d20 in order for
ability for your level. to max HP. each of your three
V
Virtues. If you roll
Wrinkles
GIFT DICE HD INCREASE V
higher than your Virtue, Whenever you Spend Time, The GM can decide to roll to see if a Wrinkle occurs. A
Your
Y max Gift Dice Your
Y max Heart Dice it increases by one. Wrinkle can be anything that complicates, interrupts or adds a layer of a complexity
increases by one. increases by one.
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.
If you're playing a longer adventure, advancement beyond level 4
E.g. One Princess might Spend Time taking a Picnic while another forages. The
comes from finding magical items, seeking new secrets and magic
GM makes a single roll during that time.
spells, or doing specific training depending on the world you and
your GM are building together.
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.
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!
Fighting
Running Combat
Armor
Armor reduces damage to your HP from
physical sources. Subtract your Armor
value from damage taken.
Critical Hits
For more creative antics, describe your
end goal, how you want to achieve it,
and what you're going to use to help
you. The GM then makes a ruling on
whether it succeeds, requires a roll, if
Battles can be run with only descriptions like a conversation, or you can add When you roll a 1 on an attack, you have advantage or disadvantage, or
physical markers to keep track of everyone's position. Miniatures and terrain, a your strike is particularly brutal or if it's simply impossible.
drawing on a white board or household objects work great in person. There are a accurate—roll two damage dice and
lot of options for online virtual table tops as well. Use whatever is easiest and most
fun for your group.
add them. Talk it Out
Antics in combat can also include
When you roll a 20 while defending, conversation. Trying to open up a
Time and Rounds Attacking your enemy's attack strikes true. Ignore
your Armor value when rolling damage.
negotiation, convincing your foes to
Fights are broken into Rounds which back down, creating a diversion or
represent about ten seconds of time. Ouch. attempts to de-escalate combat
Each round, every character takes a are all valid options. You can also
turn during which they declare their Reactions speak an incidental sentence or
Actions and resolve any dice rolls two while taking an Action or
involved. This continues until one side Reaction.
is defeated, surrenders, flees or the
situation otherwise changes.
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.
Trauma
items are also options.
Giant Spider Awakened Tree
onsters
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
Monsters have a slightly different set of stats Action. Webs bind anyone caught in the Armor.
than Princesses. To keep things simple, they're spray and have a chance of sticking to
pared down to the essentials: anyone who passes through. Web spray 1 GD—Can cast Tangle
recharges when the spider Rests.
If Wounded by an awakened tree, suffer
HP: The monster's Heart Points. Monsters that are bigger, tougher or can avoid If Wounded by a giant spider bite, you the Rootbound Curse.
injury better have more HP. suffer the Venom Curse.
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. Rot Goblin Black Ooze
HP 10 SAVE 4 Armor 0
Armor: A value the monster subtracts from damage to its HP. Monster Armor HP 4 SAVE 8 Armor 0 Corrosive Touch (d6)
values range 0–3. Sharp Stick (d4)
Attack: Description of their attack and the damage dice they roll.
Amorphous corrosive ooze that sticks to
Small cave-dwelling creatures that
and dissolves all it touches.
Some monsters are susceptible or resistant to certain things. Some have unique attack using mossy camouflage,
abilities, can cast spells using their own Gift Dice (use the Magic Mishap table on improvised traps and pack tactics. They Wood and metal corrode when they
page 54) and can inflict Curses when they Wound you (see page 78). 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.
Hermetic magic user. Has loads of Bloodthirsty bats that swoop down and
Disadvantage on all Virtue tests until very plant-like. Patches of skin feel like
knowledge and might help but only in latch onto their victims before sucking
an antidote is found. After three days, bark, you wake up with sprouts growing
exchange for really icky things. their blood.
the venom passes and you take one from your hair, and after spending any
to make it brittle.
point of Trauma. Certain herbs work as time standing still, roots grow from your
antivenom. feet and bind you to the ground. Cure by Can cast a Curse: test WITS or suffer a
spending a day in complete darkness. random Curse. This recharges when a Hounds
2. ROT MOUTH: Everything tastes hedge witch Rests. HP 4 SAVE 8 Armor 0
horrible. Test RESOLVE to consume 4. HICCUPS: You can't be stealthy— Bite (d4)
3GD—Can cast Animate, Poof! and
anything without vomiting; this includes your hiccups give you away. You have
Mine! Often used as guards or hunting
the food you need to eat to get the disadvantage on any test in which you
companions. Packs of feral dogs are
benefits of a Picnic or Rest. Cure by use your voice. Cure by encountering
known to harass travelers in the wild on
fasting for three days. something truly terrifying.
the edges of cities and farms.
Grimoires: A magic user's
personal spellbook. These are very
rare treasures and are often warded by
powerful protective magic. Most people
agic
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
Princesses may encounter monsters and your Gift Dice.
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. Robes & Hats: Magical
garments that help you channel
Spells work similarly to special Gift abilities, where [DICE] is the amount
spellcasting energy. They bestow the
of Gift Dice you choose to roll when you use magic, and [SUM] is the
wearer one extra Gift Die. These are
total of the roll. Just like your special abilities, Gift Dice are used up on a
rare, protected by charms or Curses,
4–5–6 but return to be used again on a 1–2–3. Mishaps occur on doubles
and lose their effectiveness when
(see below).
worn with armor.
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.
Relics: These can take the form of
wands, orbs, amulets or other ritual
objects that have been infused with
When a spell or effect has a range of [DICE]: the ability to cast spells. Relics have
1=Nearby, 2=Stone's Throw and 3 or more=Over Yonder their own Gift Dice to cast their magic
but they get their spent GD back by
MAGIC MISHAPS (doubles on Gift Dice) recharging in some special way.
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. Sigils:
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.
Spells
1. Animate 11. Fog
[DICE] Nearby objects come to life and obey your commands the best they can for [SUM] A cloud of dense fog appears around you filling the area Nearby for [SUM] rounds.
minutes.
12. Magic Dart
2. Glitter Spray 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.
You shoot out an array of colorful magic glitter Nearby. Up to [SUM] creatures are
stunned for [DICE] Rounds.
13. Restoration
3. Poof! A creature you touch regains [SUM] HP or is cured of [DICE] Ailments or injuries. Can
also mend a broken object.
Teleport in a puff of smoke to a place you can see. Can be cast as a Reaction.
4. Bind 14. Back to Bed
You calmly tell [DICE] undead, awakened, otherworldly or animated creatures to go to
Magically hold [DICE] creatures or objects in place for up to [SUM] Minutes.
bed. They must SAVE or return to their dormant states or home planes of existence.
5. Slip & Slide 15. Thingamabob
A Nearby area [DICE]x5 square feet is covered in a supremely slippery grease for [SUM]
rounds.
6. Mine! 16. Helping Hand
Up to [DICE] objects you can see instantly move to your hand. Range of [DICE].
Summon an ethereal hand that will help you for [DICE] minutes. It can't fight or lift
7. Knock/Lock Bulky things and must stay within range.
[DICE] doors open with a loud knock, or [DICE] doors shut and are magically sealed for
[SUM] hours.
17. Bubble
8. Light/Dark
18. Tangle
19. Haste
10. Float
20. Fireball
Virtues Virtues
RESOLV E RESOLV EW IT S
Gift Dice: Gift
W IT S
1 Dice:2 31 42 3 4
GR AC E GR AC E
ARMOR ARMOR MY GIFT: MY GIFT: MY LEVEL: MY LEVEL:
HEART CURRENT HEART CURRENT
INNATE ABILITIES
POINTS POINTS INNATE ABILITIES
MAX MAX
NAME NAME
MY STUFF MY STUFF
Level 2 Level 2
WEAPON DMG DICE
WEAPON DMG DICE
Level 3 Level 3
Money Money
Level 4
Level 4
TALENTS TALENTS
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