The Queen Bee
Description
Your thing: choose a brand or piece of media that's popular at school to be your thing
???:
Your weapon: an elegant dagger, words that cut like a knife, or vampiric touch
Stats
At character creation, choose one spread:
| Charm | Cool | Brains | Brawn | |
| The Princess | +2 | +1 | -1 | 0 |
| The Empress | +2 | 0 | +1 | -1 |
Moves
Start with Charming Words and choose one additional move:
Charming Words
When you weave a thread of magic into a command to a native of the inner world, roll +Charm. If you have a string on them, take +1 on the roll.
On a hit, they do it. On a 7-9, choose one:
- Once the effect ends, they realize what you did, and will hold it against you
- The evil is immediately aware of what you did, and will use it against you
- Someone present notices what you did. The GM will tell you who, eventually
Subtle Manipulations
When you attempt to Sway an NPC. On a 10+, get a string on the target. On a 7-9, you can discard one of the possible consequences for your approach.
Royal Reputation
Whenever you enter a new settlement in the inner world, at least one person there has heard of you. Roll +Charm.
On a hit, someone in the town looks up to you and wants to help. You have a string on them.
On a 7-9, someone doesn't trust you. Choose one:
- They're very vocal about it, and raise a valid point
- They'll plot to sabotage you behind the scenes
Bleeding Heart
Whenever you gain a string on someone, you may choose to inflict a condition on them.
When you lose a string on someone, they may choose to inflict a condition on you. This doesn't apply if you willingly expend a string.
Persistent Favours
When you pull strings to tell someone what to do (whether they're a PC or an NPC) and they follow through, you regain the string at the end of the scene.
Social Circle: The Popular Kids
Everyone knows who you are, everyone respects you, and most of them wish they were you. Your friends are the popular kids in the school. Archetypes can include rich kid, hot jock, cheerleader, teen influencer, rumor monger, and dumbass but hot.
Once per episode, when you interact with an NPC, when interacting with someone that you don't have a string on, get a string on them. Decide with the GM whether it's because they envy you, fear you, or hate you.
Recovery
Decompression - Keep with the times. You can decompress through going shopping with your friends, catching up on current trends, and gossiping about others.
Lash Out - Watch the world burn. Sometimes your kingdom gets too messed up, the masses get too unruly, and the only way to fix it is to burn it all down and start anew.
Clear all your conditions. Choose two other player characters that you blame for making a mess of your kingdom, and describe how you publicly try to pit them against each other.
Each of your two targets chooses one:
- Accept the blame: mark experience and one condition
- Shift blame onto the other target: gain a string on the other target. If they reciprocate, the Queen Bee gets a string on both of you.
- Rebel against the queen bee: roll +Charm. On a hit, the Queen Bee loses a string on you or marks a condition. On a 7-9, mark a condition. On a 6-, mark a condition, lose two strings on characters from the school, and the Queen Bee gains a string on you.
Advancement
Whenever you get to 5 experience, clear your experience and choose one. When you mark your 2nd and 4th advancements, increase one stat by +1.
- Choose someone from the outer world and someone from the inner world. You always have a string on both. If you start an episode without a string on them, gain one.
- Take another Queen Bee move
- Take another Queen Bee move
- Take a move from any playbook
- Take a move from any playbook