I’m writing a class called The Princess and it’s still a work in progress. What do you think of it so far?
The Princess is in the Dorothy Gale or Nia Teppelin mold, with a bit of Zuko and Xena in there for good measure. They’re more of a social class, not even support in fights but rather gathering resources and armies so that they don’t even have to support. This is a class that is all about making friends and changing minds.
Ariel, Odette, Ran, Toph, Dorothy, Belle, Terra, Kory, Rose, Jade, Serenity, River, Calliope, Gabrielle, Mai, Nia, Yoko
Soft Eyes, Sparkling Eyes, or Sharp Eyes
Hooded Head, Long Hair, or Bobbed Hair
Ornate Clothes, Regal Clothes, or Common Clothes
Chubby Body, Willowy Body, or Angular Body
Finding your way home.
Help somebody to find their place.
Righting a wrong.
Help somebody weak to surpass their own limits.
Pass up a chance to redeem yourself or to go home.
A poor kingdom
When you prove your worth to a group of naysayers carry one forward to your next action.
A large kingdom
You have been sent to many cities on diplomatic missions from your country. When you enter a new city tell the GM one unique cultural fact about it.
A warring kingdom
Your kingdom’s strongholds are spread throughout the country. Whenever you come to them they will provide shelter.
________ is a former subject of my kingdom.
________ does not believe in themself. I hope to change that.
I have seen ________ in my dreams.
I have seen ________ in my nightmares.
Your Load is 5+Str. You have dungeon rations (5 uses, 1 weight). Choose your armament:
Rapier (close, +1 piercing, one-handed, 1 weight)
Short sword (Close, +1 damage, 1 weight)
Ornate bow (Near, 1 weight) and quiver of arrows (5 ammo, 1 weight)
Choose your defense:
Cloth armor (1 weight, 1 armor)
Dungeon rations (1 weight) and healing potion
Choose your accessory:
Ornate jewelry (1 weight, valuable)
Looking glass (1 weight)
Silk robes (1 weight)
Kick Logic to the Curb! (the tags are meant to be synthesized into a cohesive, positive whole. The positive or more feminine tags are meant to defy the darker or more masculine concepts when the two combine. You could, however, have a darker Princesss with Duty and Sacrifice or something like that.)
Choose two tags which represent your most deeply held beliefs:
When you invoke these beliefs in a rousing speech roll + CHA. On a hit hold 3. On a 7-9 hold 2. Spend 1 hold to ask a friendly NPC to do one impossible thing and they will attempt it. Spend 1 hold to gain leverage over an NPC. Spend 1 hold to roll + CHA rather than + Bonds to aid or interfere.
Inspiring Grace (really not sure of the wording in this first sentence)
When you show an NPC another way, roll + CHA. On a hit they follow your example, but in a way that makes sense to them. On a 7-9 they are not sure, but they are moved by your gesture. You have leverage over them.
Speak From the Heart (based on a move from the Inverse World class, The Lantern, I’ll probably change it up later)
When another player comes to you seeking advice, tell them what you think is their best course of action. If they act on your advice, they take +1 forward. At the end of the session, if at least one player who acted on your advice actually benefitted from it in the end, you mark XP.
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7-9, they are healed, but the damage or disease is transferred to you.
Regality and Grace
Your voice and presence are particularly arresting. You have no trouble making yourself heard over chatter, crowds, or other loud noise.
ADVANCED MOVES (more coming soon)
UNICORN (“UNICORN” is written in calligraphic letters and all caps)
You have a UNICORN. Choose one from each list and tell the GM their name.
Marigold(heal +1d6 with Gentle Touch)
Azalea(add messy when in melee)
Prophetic Dreams (shamelessly stolen and adapted from Monsterhearts)
When you lay down to sleep roll +WIS. On a 10+ choose one: the visions are lucid and detailed; the visions show you what you must do, and you carry 1 forward to doing it. On a 7-9 choose one: the visions are confusing and alarming; the visions are lucid and detailed but the GM gets to make a hard move.
They also have two multi-class moves. One for the Fighter and one for the Thief or Wizard.