kings playbooks

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7/23/2019 Kings Playbooks http://slidepdf.com/reader/full/kings-playbooks 1/14 Kings THe Royal Equipment You start with: Cerimonial armour, 1-armour Long blade, 2-harm 10 gold Choose 1: 10 gold Small blade, 1-harm Armour plate, 2-armour Favours You have payed a debt of _________________ to _________________ (npc). They owe you a favour. You have forgiven a crime of _________________ . They owe you a favour. You used your title to make a favour for _________________ . They owe you a favour. You grant protection to ________________ against _______________ (npc). They owe you two favours. Advancement Get +1 hard (max 2) Get +1 sharp (max 2) Get +1 cool (max 2) Get +1 grace (max 2) Get +1 divination (max 2) Get another Kin g’s Move Get another Kin g’s Move Choose a move from another playbook Create a new Champion Add another trait to one of your Champions (only one per Ch ampion) Improve a skill from one of your Champions (multiple choices) Get another move from one of your Champions (multiple choices) Champions Skill: Trait: Loyalty: Equipment: Moves: Name: ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ Kingdom ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ Champions Skill: Trait: Loyalty: Equipment: Moves: Name: ________________ ________________ ________________ ________________ ________________ ________________ ________________ Attack: Harm: Defence: ________________ ________________ _____________ ___ ___________ ___________ Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ / Attack: Harm: Defence: ________________ ________________ _____________ ___ ___________ ___________ Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ / Attack: Harm: Defence: ________________ ________________ _____________ ___ ___________ ___________ Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ / Attack: Harm: Defence: ________________ ________________ _____________ ___ ___________ ___________ Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ / Attack: Harm: Defence: ________________ ________________ _____________ ___ ___________ ___________ Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ /

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Page 1: Kings Playbooks

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Kings

THe Royal

EquipmentYou start with:

Cerimonial a rmour, 1-armour Long blade, 2-harm 10 gold

Choose 1:10 goldSmall blade, 1-harm

Armour plate, 2-armour

FavoursYou have payed a debt of _________________ to _________________ (npc). They owe you a favour.

You have forgiven a crime of _________________ . They owe you a favour.

You used your title to make a favour for _________________ . They owe you a favour.

You grant protection to ________________ agains t _______________ (npc). They owe you two favours.

AdvancementGet +1 hard (max 2)Get +1 sharp (max 2)Get +1 cool (max 2)Get +1 grace (max 2)Get +1 divination (max 2)Get another King’s MoveGet another King’s MoveChoose a move from another playbookCreate a new Champion Add another trait to one of your

Champions (only one per Champion)Improve a skil l from one of your

Champions (multiple choices)Get another move from one of your

Champions (multiple choices)

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

Kingdom

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

Attack: Harm:Defence: ________________ ________________

________________

___________

___________Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ /

Attack: Harm:Defence: ________________ ________________

________________

___________

___________Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ /

Attack: Harm:Defence: ________________ ________________

________________

___________

___________Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ /

Attack: Harm:Defence: ________________ ________________

________________

___________

___________Qualities: ________________ Flaws:

________________ City: Size: Marks: ________________ /

Attack: Harm:Defence: ________________ ________________

________________

___________

___________Qualities: ________________ Flaws: ________________ City: Size: Marks: ________________ /

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y

Kings

Harm

Intimacy Move

Stats

Tribute MOve

Starting MOves

Advanced MOves

Safety: At the begging of a season roll 2d6. On a10+, the population of your kingdom are happy andno problems are approaching the kingdom openly.On a 7-9, something is disturbing the kingdomchoose one:

Diseases

Clan or guildSupply shortageMonster threat

On a miss, chose one:Neighbour kingdom Magical threatCivil revolution

King's Demand: This move must be usedinstead of Seduce or Manipulate.

When you use your status as king todemand something from an NPC that is loyal toyour kingdom, roll +Grace. On a 10+, they mus t obeyyou or face the punishment for disrespect your

order. On a 7-9, they must do what you ask for, but itwill come with a consequence, hard choice orbargain the GM will tell you. On a miss, they willtry to do what you ask for, but they will fail toaccomplish it, plus whatever the GM tells you.

Resources: At the begging of each session roll+Grace. On a 10+, you have 3 hold. On a 7-9, you have

1 hold. On a miss, you have 1 hold, but somethingterrible is going to happen. Spend one hold to:Obtain a large amount of specific resource

except gold.Obtain a specific item, non magical or unique.Obtain information about a specific kingdom,

city, guild, clan or person.

A Favour for a King: Ins tead of Ask for a Favouruse this move.

When you use your status as king to demandsomething from and PC, roll +Grace. On a hit, they

must obey you or face the consequences todisrespect you. If they succeed , they receive XP. Ona 7-9, the task will cost them something importantor a bad consequence. On a miss, you can force themto do what you ask for, but you will owe them afavour.

When you and someone, except aChampion, share an intimacy moment,

that could be emotional or physical, theyowe you a favour.

Hard -1, Cool 0, Grace +2, Sharp +1, Augury 0

Hard +1, Cool -1, Grace +2, Sharp 0, Augury +1Hard +1, Cool +1, Grace +2, Sharp -1, Augury 0Hard -1, Cool +2, Grace +2, Sharp +1, Augury -1

When you have enough time to reach out, roll +Grace minus your marks. On a hit, youdemand the population to pay tributes to the kingdom, also mark 1. On a 10+, you get 5-gold.

On a 7-9, you get 3-gold. On a miss, they are not happy with you but you still get 1-gold, alsomark 1. MARKS: _____

For The King: Every time a PC is actingfollowing one of your orders they receive +1ongoing.

Higher Status: When you Read A Person thathas a lower rank than yours, consider a miss as 7-9and 7-9 as 10+.

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Kings

The Chief Guard

EquipmentYou start with:

Plate armour, 2-armour Long blade, 2-harm 3 gold

Choose 1:5 goldShield, +1-armour Small blade, 1-harm Bow, 2-harm

FavoursYou overlook something ___________ did on purpose. They owe you a favour.

_____________ came to you asking for protection again st ____________. They owe you a favour.

You have ordered your squad do something for _______________. They owe you a favour.

You have saved _______________ life. They owe you two favours.

AdvancementGet +1 hard (max 3)Get +1 sharp (max 2)Get +1 cool (max 2)Get +1 grace (max 3)Get +1 Augury (max 2)Choose another option for your squadGet another Chief Guard’s MoveGet another Chief Guard's MoveGet another Chief Guard's MoveChoose a move from another playbookChoose a move from another playbookCreate a new Champion Create a new Champion Add another trait to one of your

Champions (only one per Champion)Improve a skil l from one of your

Champions (multiple choices)Get another move from one of your

Champions (multiple choices)

By default your personal squad consistsof 30 soldiers (3-harm, 1-armour, 5 marks)

Harm:Armour:Marks:

Choose 1:Your personal squad consiste of 60

soldiers. 7 marks.Your squad is well-armed. +1-harm Your squad is well-armoured. +1-armour Your squad is very loyal. +1-mark

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

Squad

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

__________ __________ __________

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Kings

Harm

Intimacy Move

Stats

Tribute MOve

Starting MOves Advanced MOvesWar Commander: W hen you order your squa d

to do something during a combat, roll +hard. Ona 10+, hold 3. On a 7-9, hold 2 and mark 1. Spendon hold to:

Make an advanceStand strong a hard advance

Make an organized retreatShow mercy on their defected enemiesFight and die to the lastOn a miss, mark 3. When your squad reach

their mark limit, erase all the marks and subtractone from their mark limit.

Commanding Presence: When you ordersomeone with a lower status than yours, roll+Hard. On a hit, they choose:

They follow your order or heed your warning.They freeze.They back away slowly.

They attack you.On a 10+, take +1 forward against them. On a

miss, they ignore you and you have -1 forwardagainst them.

Graceful: Cause +1 Grace.

Determined: Add +1 to your Hard.

Strategist: When you Read a Situation, rollwith Hard instead of Sharp.

Forceful: Cause extra harm when you Unleashan Attack.

Command: When you order your squad outsideof a combat, roll +Grace. On a hit, they will dowhat you ask for. On a 7-9, also mark 1. On a

miss, you can force them to obey by marking 3marks, otherwise mark 2.

Carouse: When you have enough time andprepare a full party for your squad spend 1-goldand roll 2d6. For every 2-gold you spend add +1 toyour roll. On a 10+, you erase 3 marks from yoursquad. On a 7-9 you erase 2 marks. On a miss,you erase 1 mark, but something will happenedduring the event.

When you and someone, except aChampion, share an intimacy moment,

that could be emotional or physical,both of you owe a favour to each other.

Hard +2, Cool +2, Grace -1, Sharp 0, Augury 0

Hard +2, Cool -1, Grace +2, Sharp -1, Augury +1Hard +2, Cool +1, Grace +2, Sharp -1, Augury -1Hard +2, Cool +1, Grace 0, Sharp +1, Augury -1

When you have enough time to reach out, roll +Hard minus your marks. On a hit, youcharged people for your services, also mark 1. On a 10+, you get 2-gold. On a 7-9, you get 1-gold.

On a miss, they don’t need your services, also mark 1. MARKS: _____

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Kings

The Clergy

EquipmentYou start with:

Choose 1:

Small blade, 1-harm 7 gold

Armour, 1-armour 5 gold1 healing potion, heal 2-harm

Favours __________ came to you looking for wisdom about __________ before. They owe you a favour.

You have spread a lie for ______________. They owe you a favour.

You know a secret about ____________. They owe you a favour.

You have speak in beha lf of __________ about ___________. They owe you two favours.

AdvancementGet +1 hard (max 2)Get +1 sharp (max 2)Get +1 cool (max 2)Get +1 grace (max 3)Get +1 Augury (max 2)Get another Clergy’s MoveGet another Clergy’s MoveGet another Clergy’s MoveChoose a move from another playbookCreate a new Champion Create a new Champion Create a new Champion Add another trait to one of your

Champions (only one per Champion)Improve a skil l from one of your

Champions (multiple choices)Get another move from one of your

Champions (multiple choices)

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

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Kings

Harm

Intimacy Move

Stats

Tribute MOve

Starting MOves Advanced MOvesI Need Help: When a PC comes to you looking

for guidance, you can give +1 for them to Seek forWisdom, and they will owe you a favour.

Pray for Guidance: When you Seek for Wisdomand get 12+, you can ask a following up question.

Charismatic: When you try to Seduce orManipulate someone, roll Augury instead ofGrace.

Seeing souls: When you Help or Interferesomeone, roll Augury instead of Favour. If yousuccessfully help someone, they owe you a favour.

Popular Opinion: When you reflect onsomething about how it will affect the populationroll +Augury. On a 10+, say two positiveconsequences that will happen if what you arereflecting about comes to happen. On a 7-9, sayone positive and one negative consequences thatwill happen if what you are reflecting aboutcomes to happen. On a miss, tell two negativeconsequences that will happen if what you arereflecting about comes to happen.

Mass Motivation: When you try to Seduce or

Manipulate consider a miss as 7-9 and 7-9 as a10+.

Speak to the crowd: When you speak to acrowd, roll +Augury. On a 10+, choose 2. On a 7-9,choose 1:

You bring the crowd to your sideYou spread a lieYou calm down the crowdYou obtain one true informationYou instigate a specific behave

When you and someone, except aChampion, share an intimacy moment,

that could be emotional or physical,both of you owe a favour to each other.

Hard +2, Cool +2, Grace -1, Sharp 0, Augury 0

Hard +2, Cool -1, Grace +2, Sharp -1, Augury +1Hard +2, Cool +1, Grace +2, Sharp -1, Augury -1Hard +2, Cool +1, Grace 0, Sharp +1, Augury -1

When you have enough time to reach out, roll +Hard minus your marks. On a hit, youcharged people for your services, also mark 1. On a 10+, you get 2-gold. On a 7-9, you get 1-gold.

On a miss, they don’t need your services, also mark 1. MARKS: _____

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Kings

Harm

Intimacy Move

Stats

Tribute MOve

Starting MOves Advanced MOvesAdvice: When a pc ask for your advice, and you

honestly answer them. They receive +1 forward tofollow your a dvice and you receive XP.

Scholar: When you Seek for Wisdom, roll withSharp in stead of Augury.

Big eyes: When you Read a Situation or aPerson, you have one extra hold, even if you fail.

Hypnotic: When you Demand a Favour Back,you can add the following options.

Make them do whatever you want and theyreceive and XP.

They receive -1 to interact with you until theyDemand a Favour Back from you.

I Heard About You: When you meet someoneimportant (your call), roll +Sharp. On a hit, you

know a dangerous secret about them. On a 10+,they owe you a favour. On a miss, they know youhave been looking into their business.

We have met: When you first encounter anNPC, you can choose to have met they before, androll +Grace. On a hit, they owe you a favour. On a7-9, you owe them a favour, tell the GM why. On amiss, they want you dead. Tell the GM why.

Information: When you want to know aboutsomeone, roll +Sharp. On a 10+, ask 3 questions.On a 7-9, ask 1 question:

How are they doing?What's up with them?What or who do they love best?Who do they know, like and/or trust?When next should I expect to see them?How could I get to them, physically or

emotionally?

When you and someone, except aChampion, share an intimacy moment, that

could be emotional or physical, youautomatically triggers the move Read aPerson as a hit.

Hard -1, Cool -1, Grace +1, Sharp +2, Augury +2

Hard -1, Cool 0, Grace +1, Sharp +2, Augury +1Hard 0, Cool +1, Grace +1, Sharp +2, Augury -1Hard 0, Cool -1, Grace +2, Sharp +2, Augury 0

When you have enough time to reach out, roll +Sharp minus your marks. On a hit, you getin touch with your business around the kingdom and receive gold, also mark 1. On a 10+, you

get 3-gold. On a 7-9, you get 2-gold. On a miss, there are no gold to receive, also mark 1.MARKS: _____

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Kings

The Seer

Premonition: You have seem that somethingbad is going to happen. At the beginning of the

session, roll +Augury. On a 10+, hold 2. On a 7-9,hold 1. At any moment during the session youcan announce that something bad is going tohappened. You and your allies get +1 ongoing toavoid the situation. On a miss, you and yourallies receive -1 ongoing to avoid the badness tohappen.

EquipmentYou start with:

Choose 1:

1 healing potion, heal 2-harm Pack of magical ingredientsCerimonial small blade, 1-harm 3 gold

5 gold

2 healing potions, heal 2-harm 1 dose of Sleeping Curse

FavoursYou had done a magical favour for ________________. They owe you one favour.

You and ________________ had Intimacy Moment before. They owe you a favour.

______________ have come for your advice before. They owe you a favour.

You had prevented a ca tas trophe on ________________ life. They owe you two favours.

AdvancementGet +1 hard (max 2)Get +1 sharp (max 2)Get +1 cool (max 2)Get +1 grace (max 2)Get +1 Augury (max 3)Get another Seer's MoveGet another Seer's MoveGet another Seer's MoveGet another Seer's MoveChoose a move from another playbook

Choose a move from another playbookCreate a new Champion Create a new Champion Add another trait to one of your

Champions (only one per Champion)Improve a skil l from one of your

Champions (multiple choices)Get another move from one of your

Champions (multiple choices)

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________ ________________

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

Charms EffectBlood-thirst: Bless a weapon. It inflicts+1-harm.

Healing: Bless a person and heal 2-harm.Love: Charm an NPC. They love whom you

say, passionately, devotedly, forsaking all others.Protection: Bless a person’s clothing.

+1-amour.Illusion: You create illusions to fool the

senses. The effects don’t las t long.

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Kings

Harm

Intimacy Move

Stats

Tribute MOve

Starting MOves Advanced MOves

Advanced MOves

Ritual: W hen you focus your energy to perform amagical ritual, make two sacrifices and choose oneritual from the list below. The effect last until nextsunrise.

Amplified charm: Perform a charm, but itapplies up to 20 people, and/or its effect will lastuntil the next new or full moon.

Healing: Bless a person and heal 4 harm.Summoning: Summon an otherworldly creature

and give it a task. It cannot return to its home untilit has accomplished it.

Tracking: You can locate a person as long youhave a personal object that belongs to the target orrecent leavings of their body (hair, fingernail,blood, etc.)

Hex: You can inflict 1-harm armour piercing aslong you have a sample of their recent leavings oftheir body (hair, fingernail, blood, etc.)

Shape Change: You can shape shift into ananimal.

Psychometry: When you examine aninteresting object(your call), roll +Augury. On a10+, ask 3 questions. On a 7-9, ask 1 question:

Who was the last person or creature tomanipulate this object?

Does this object have any magical properties?Where does this object belong?What strong emotions have most recently

been near this object?Who created this object?On a miss, ask one question but it makes you

tired. You have -1 ongoing until you take a shortrest.

Charms: When you concentrate to conjure amagical effect roll +Augury. On a hit choose oneof the effects from the list Charm Effects. On a10+, make one sacrifice. On a 7-9, make twosacrifices. On a miss, the effect you choose willhappen but the GM will modify it. By default the

effect last until the next sun rise.

Sacrificies:Suffer 1-harm apInflict 1-harm on a w illing targetPerform it between sessionsPerform it on a place of power The effect is reducedOffer a valuable thing in return

Hex Touch: When you touch someone roll+Augury. On a 10+, two holds. On a 7-9, 1 hold.During the scene you can spend one hold to:

Cause 1-harm AP

They take -1 forward

Insightful: Add +1 to Augury.

When you and someone, except a Champion, sharean intimacy moment, that could be emotional or

physical, you see a vision about that person’s future.You can ask up to 3 questions about the vision, but youmust do a sacrifice for each question you ask.

Hard -1, Cool 0, Grace +1, Sharp +1, Augury +2

Hard 0, Cool 0, Grace +1, Sharp +0, Augury +2Hard -1, Cool +0, Grace +0, Sharp +2, Augury +2Hard 0, Cool -1, Grace +2, Sharp +0, Augury +2

When you have enough time to reach out, roll +Augury minus your ma rks. On ahit you per formed some charms for gold, also mark 1. On a 10+, you get 2-gold. On

a 7-9, you get 1-gold. On a miss, no one is looking for your services, a lso mark one.MARKS: _____

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Kings

The Lady

EquipmentYou start with:

Choose 1:

Small blade, 1-harm

7 gold

1 dose of Elixir of Truth

5 gold

Favours _____________ has asked you to discovery a secret information about _____________. They owe you a favour.

_____________ asked you to forget a favour that _____________ owed you. They owe you a favour.

You have introduced _____________(npc) to _____________. They(pc) owe you a favour.

You and _____________ have shared a moment of intimacy and you know a bad thing about them. They owe

you a favour?

AdvancementGet +1 hard (max 2)Get +1 sharp (max 2)

Get +1 cool (max 2)Get +1 grace (max 3)Get +1 Augury (max 2)Get another Social's MoveGet another Social's MoveGet another Social's MoveChoose a move from another playbookChoose a move from another playbookChoose a move from another playbookChoose a move from another playbookCreate a new Champion Create a new Champion Create a new Champion Create a new Champion Add another trait to one of your

Champions (only one per Champion)Improve a skil l from one of your

Champions (multiple choices)Get another move from one of your

Champions (multiple choices)

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________

________________ ________________ ________________

________________ ________________ ________________ ________________ ________________ ________________

ChampionsSkill:Trait:Loyalty:Equipment:

Moves:

Name: ________________ ________________ ________________

________________

________________ ________________ ________________

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Kings

Harm

Intimacy Move

Stats

Tribute MOve

Starting MOves

Advanced MOves

Advanced MOvesReputation: When you meet someone

important (your call) for the first time, roll+Grace. On a hit, they have heard of you. Tellwhat they heard about you. On a 10+, you take +1ongoing to interact w ith them. On a miss, the GMwill decide what they have heard about you.

Beautiful & Doomed: When you make anentrance, grand or subtle, roll +Grace. On a 10+,choose 2. On 7–9, choose 1:

Someone here falls in love with you.Someone here is afraid of you.Someone here must meet you.Someone here is a friend of your family.On a miss, choose 1 of the above, and in

addition:Someone here will try to kill you.

Artful & Gracious: When you interact with thecrowd roll +Grace. On a 10+, hold 3. On a 7–9, hold1. Spend 1 hold to name an NPC member of youraudience and choose one:

this person must meet methis person must have my servicesthis person loves methis person must give me a giftthis person aGM ires my patron this person owes you a favour

this person forgets a favour On a miss, you gain no benefit, but suffer no

harm or lost oppor tuni ty. You simply perform verywell.

Eyes on me: When you insinuate yourself in asocial situation, no one who can see you can doanything but watch. You command their absoluteattention. If you choose, you can exempt individual

people, by name.

Gracefully: Add +1 to your Grace.

Eye on the door: Name your escape route androll +Cool. On a 10+, you’re gone. On a 7–9, you cango or stay, but if you go it costs you: leave somethingimportant behind, the MC will tell you what. On amiss, you are catch vulnerable, half in and half out.

Business: When someone Ask For A Favour,roll with +Favour they owe you. On a hi t, you markXP when you accomplish what you supposed to do.On a 10+, you also receive +1 ongoing toaccomplish your goal.

When you and someone, except aChampion, share an intimacy moment, that

could be emotional or physical, they oweyou two favours.

Hard -1, Cool +2, Grace +2, Sharp +0, Augury 0

Hard 0, Cool +1, Grace +2, Sharp 0, Augury -0Hard -1, Cool 0, Grace +2, Sharp +1, Augury +1Hard -1, Cool -1, Grace +2, Sharp +1, Augury +2

When you have enough time to reach out, roll +Grace minus your marks. On a hit youreceive a gif t from one of your lovely friends, also mark one. On a 10+, you get 3-gold. On a

7-9, you get 2-gold. On a miss, you couldn’t find any of your friends, also mark 1. MARKS: _____

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