
As an added bonus: yes, you can play out a prom using this material.
ACADEMY OF THE BLADE
BY ALISON TAM
With additional development by Jamila Nedjadi
Another student disappeared last night.
Her roommate saw her go to bed; in the morning, her side of the room was as empty and pristine as if she had never lived there at all. It didn’t come as a surprise. That’s what happens when you haven’t fought a challenge in months: you go missing. If you don’t duel, you might as well not exist.
At the Academy Passerine, nothing is more important than the duels. Governed by the Academy’s bizarre dream-logic, a single duel can mean the difference between glory and irrelevance. When each fighter enters the arena, they prick their finger with the spindle attached to every student’s uniform belt, their signature weapon forming outward from that single drop of blood, and prepare to attack without restraint. They can’t die in a duel, after all. The Academy doesn’t like letting its children go.
The higher your duelling rank is, the more power you have. If you’re strong enough, you can win yourself a nicer dorm room, a tailored uniform, and the respect or fear that makes freshmen scurry out of your way if you even so much as glance in their direction. There’s a rumor that if the Champion stays undefeated for long enough they can change anything—from the walls of the Academy to their own heart.
Every Champion who stands upon that thorned podium, silver feathers attached like epaulets on their uniform, is granted their heart’s desire for as long as they can keep their throne. Each time a student steps into the arena, they’re shown pale, muddled glimpses of their wishes: watery visions just substantial enough for them to imagine what it’d be like if they won. Common wisdom has it that martial skill isn’t the only thing that matters in a fight. The Academy judges your wish as well, awarding favor to those with the most clarity of purpose.
Most students can only ever dream of being one of the Academy’s elite. They band together in clubs and secret societies for protection. The Academy’s campus reshapes itself to reflect the balance of power between the factions with every duel. For the ordinary students of the Academy Passerine, each day is one where they must battle for survival: against each other, against themselves, and against the Academy itself.
Setting Questions
- What are the most powerful clubs and societies in the school? How do they relate to each other?
- How important are classes and academics at the Academy? Why would students enroll?
- What do the uniforms look like?
- Do the students’ magical weapons act like ordinary steel, or do they have supernatural powers of their own?
On Factions
Factions in Academy of the Blade represent the groups, cliques, clubs, and organizations of the school. The most important people belong to several of these, their status allowing them to rise above the rivalries, battles, and competitions between them. During character creation, each player should define one faction they belong to and one other faction present in the school. The GM will add a few other prominent groups. Examples: Chess Club, School Orchestra, Volleyball Team, Young Debutantes, Gardening Club, School Newspaper, Children of Faculty, Snarky Elites who all went to the same grade school, etc.
Style
Academy characters don’t need to name their Style. Instead they simply choose a favored weapon and an Element which they use when fighting.
PC vs. PC Duels
Since these will be more likely in Academy of the Blade, use the following variant.
A duel or challenge happens between two PCs: a Challenger and a Challenged. First, decide who is the Challenger. Generally, the aggressor is the Challenger. If it is not obvious, such as when the school itself arranges a duel, roll a die to assign the role of Challenger. The Challenger says what they’ll offer the Challenged if they accept the loss. The Challenger may offer unspent XP, in-fiction in-character action {or inaction), use of Bonds, changes to Entanglements, letting the other player narrate the moment, or anything in-game which the GM approves.
The Challenged may accept, reject, or make a counter-offer. If the Challenged accepts, they lose the duel and mark XP. The Challenger must follow through on their offer. If the Challenged rejects the offer, both PCs mark an Element. The duel ends in a draw. If Challenged makes a counter-offer, the Challenger decides to accept or reject with the same consequences. No further counter-offers may be made.
Gossip
If you want to deepen the political and social aspects of Academy of the Blade, players may wish to add elements from the Courtly Wuxia material, including Influence, The Game of Court, and Faction Management.
New Move: Confession
If players want a little more of an anime/shoujo feel to their game, consider this optional move.
Confession
When you finally gather yourself together and confess your love, roll. On a 10+, you don't manage to confess, but through a misunderstanding they invite you along with them to some non-romantic event, reinforcing their cluelessness. On a 7-9, your confession's interrupted by something (a duel challenge, fire drill, charging bull, etc). On a 6- choose: they reject you, they don't remember you, they interrupt to ask advice on confessing to someone else.
Inner Conflict Change
The 7-9 result for Inner Conflict is changed to: “On a 7-9, choose: you flee the scene, overreact awkwardly, or mark an Element (choice) to keep yourself steady.”
Academy of the Blade Playbooks
The Class Clown
Play this character if: Your dearest wish is to be popular.
Player Agenda: Always be the center of attention.
Class Clown Roles
Pick One:
Flirt
You like charming people, making them feel good about themselves and even better about you, but you don’t like it if they try to stick around after it’s no longer fun. Whenever you interact with a new faction, roll. On a Hit you have an ongoing flirtation with one of its members. gain a Bond with that NPC. On a 10+, they are deeply infatuated with you. On a Miss, a faction member is a bitter ex with a grudge.
Sidekick
You’re not the hero of anyone’s story, and you don’t want to be. It’s far too much risk to stand on your own, and you don’t think you’re that kind of person anyway. It’s better to support your friend’s cause from the sidelines than risk being alone. When you Comfort & Support, on a Hit you may both create a Bond and clear an Element from your target.
School Idol
Everyone knows who you are. Whether through artistic or dramatic talent, a sense of humor and wit, or sheer physical good looks, you’ve earned the adulation of the school. You have a fan club that hangs on your every word. When you call on your fans for help, roll. On a Hit they provide warning, escape, or distraction. On a 10+ they overwhelm someone or something, forcing a complete change of their plans. On a Miss you discover a former fan is behind the scenes and are caught off guard.
Class Clown Moves
Pick Two:
New Best Friend (as Come Drink with Me from Bravo); Oh Mitsuru! (as Midnight Orchid from Bravo), Serenade (As Laughing in the Wind from Bravo but you express yourself through heartfelt karaoke. Pick a song appropriate to the situation, sing a few bars, then roll.); Smooth Operator (as Rage and Passion from Student)
The Straw Millionaire
You know exactly what everyone wants, and what they’ll give to get it. With enough time, you can make a chain of convoluted deals until you eventually get the item you desire. When you initiate a chain of trades, roll. On a 10+ it comes easily to you. Describe offhandedly three of the odd items or services it took to get it. On a 7-9, you’ll get it if you can complete the last link in the chain. Work with the GM to describe what’s required. On a Miss, choose: what you want cannot be gotten or its in the hands of your deepest rival.
My Friend’s Sister’s Classmate Says
You have a network for distributing gossip: a large circle of friends, the school paper, a pirate radio station, etc. When you manipulate stories circulating in the Academy, roll. On a Hit you may ask for a rumor about a person. You may enhance, change, or reduce that rumor (or another you know). On a 10+ you may declare an entirely new rumor which will take on a life of its own. On a Miss, your efforts create salacious gossip about you or an ally.
Dress Code Violations
You have a wealth of footwear, outerwear, and accessories that make you distinctive even with the uniform. Others may complain, but you’ll never be punished for your sense of style. At any point, you may declare that you’ve stepped away and returned in an entirely new and pristine outfit. Once per scene you may declare you have a useful item hidden among your ruffles and accessories.
Hopeless Romantic
When you rewrite your Romantic Entanglement at the beginning of a session to include a new object of affection, you may clear all of your marked Elements.
Class Clown Sample Entanglements
Romantic
- I agreed to help [ ] woo their crush, [ ], but now I find myself falling for them instead.
- I entered into a false relationship with [ ] to make [ ] jealous, but my feelings have swiftly become real.
- I conspired with [ ] to woo [ ] and toy with their emotions, but find myself unexpectedly enamored.
- I suspect that [ ], one of the few people I can’t get to like me, and [ ], one of the few people I can’t bring myself to like, might be plotting against me together.
- I’ve made a bet with [ ] that I can train [ ] in popularity and martial arts mastery.
- Both [ ] and [ ], who are the mortal enemies of each other, consider me their closest friend.
The Club Ace
Play this character if: You want to live in service of an overwhelming passion.
Player Agenda: Be the very best, like no one ever was.
Club Ace Roles
Pick One:
Dedicate
Nothing is more important than your chosen interest. Your ordinary club activities take precedence over duels, life threatening-danger, and the Academy’s various arcane traditions. When you call on your club duties to evade obligations or burdens, roll. On a Hit, you’re allowed time to attend to your training or preparations in peace. On a 10+, gain a Bond with the person who covers for you. On a Miss, you’re unable to slip free and your mentor or club manager will expect you to make up for your absence from club activities.
Club President
You’ve vowed to lead your club to glory. Your kouhais and peers expect you to train them and lead them to victory. When your club is threatened or in need of resources, you’re the one who has to step into the dueling ring. Though members of your faction will follow your commands without question, they also expect that you’ll clean up after their messes and save them from peril.
Faust
You have made a bargain with a shadowy figure of great power who has offered aid in the school’s duels. You want the supposedly supernatural power of that victory and you’re willing to fight anyone or do anything to get it. When you go to your unknown patron for help, roll. On a Hit, they grant your request. On a 7-9, there’s a distinct catch or a cost which must be paid beforehand. On a 6-, they demand that you act counter to your present course. You may not use this move again until you do so or find some way to make it up to them. As a separate benefit, when you would mark an Element, you may choose to have the blow land on a beloved or trusting NPC.
Club Ace Moves
Pick Two:
All In This Together (as A Hero Born from Loyal) Human Flesh Search Engine (as Tracing Shadow from Bravo, but you consult your club members), Maybe They Have Some Talent After All (as Ashes of Time from Aware), Those Meddling Kids (as Shadow Boxing from Unorthodox, but it’s your club members assisting without your knowledge)
Clubhouse
Your club has its own headquarters, the only space in the school where you are completely safe. Describe your territory. When not in the middle of a battle, you may retreat to your clubhouse at any time to regroup and plan your next move. Other characters must be invited into your headquarters before they can enter.
Natural Allies
You have +1 Ongoing when interacting with any club that has a similar focus to yours. Athletic clubs will understand each other, the orchestra and drama club have friendly relations, etc.
Talent Show
You’ve trained hard to be the best at what you do, and you’re going to make sure everyone recognizes it. When you gift an audience with a performance, roll Impress. You gain the following additional options to pick from: recruit a cadre to help with your next performance/event; make someone look foolish for challenging you; or draw attention/attendance away from someone else’s party or performance.
Squad Goals
You are often followed by two sycophants with coordinating outfits who echo your every opinion. Name them and give a short description. In between scenes you may describe a moment of closeness between you and your lackeys. If you do so, take one Bond with them. However, be careful: your followers may betray you if you show any lingering weakness or an undeniable flaw.
Club Ace Sample Entanglements
Romantic
- Every person I’ve ever loved has instead fallen for my best friend [ ], including my latest crush [ ].
- I love [ ], but must hide my feelings in order not to hurt [ ].
- My former lover [ ], who I have a tumultuous love-hate relationship with, is flirting with my new crush, [ ].
- My sworn enemy, [ ], has now become my school-assigned roommate, displacing my best friend [ ].
- I don’t know if I can trust my ally [ ], especially since it seems like they’ve become close with my enemy [ ].
- I defeated [ ] in an impersonal duel for my faction, but now their faction’s leader, [ ], has come to challenge me in turn.
The Delinquent
Play this character if: You speak your mind and act without thinking.
Player Agenda: Shirk the rules.
Delinquent Roles
Pick One:
Truant
You’d rather go take a nap on the roof than sit in class. You don’t care for the conventions of the student body, preferring to follow your own capricious whims instead. As a loner, you exist outside the social hierarchy of the school, trading away the security of alliances for the freedom to do as you wish. You have no special relationships with any faction, but any faction that would otherwise be hostile with you sees you as neutral instead.
Boss
Your fellow delinquents look up to you as their leader and the strongest of them all. You rule your social group through a mix of fear, violence, and gruff affection, enlisting misfits who serve you with an almost fanatical devotion to terrorize the rest of the school. Your faction reveres you, but all other factions in the school view you with fear and disdain.
Beast
The other students at the Academy hear rumors that you’re not quite human, that you’ll duel people for looking at you wrong, that you once bit off someone’s ear for no discernable reason. They fall silent when you walk in a room and flee the area when you bare your teeth. As an additional cost to choose from for Duel, Overcome, Inner Conflict, you may choose “frighten a friend.” You create fear and doubt in someone you like.
Delinquent Moves
Pick Two:
Dirty Fighter (as House of Traps from Outsider), Fists of Fury (as Kid with the Golden Arm from Unorthodox), Lust for Battle (as Fearless Fighters from Unorthodox); Fools Rush In (as His Name is Nobody from Unorthodox)
It’s Not Like I Like You or Anything
When you behave in an aggressive or aggravating way towards the object of your affections, roll. On a Hit, they recognize that your rudeness is the clumsy language of your heart, not a deliberate offense. On a 10+, they see past your facade and convince another NPC to believe in you. On a 7-9+, they suspect your more tender feelings. On a Miss, choose: they flee away in tears, or someone else publicly condemns you.
Hot-Blooded
You’re just so fired up you can’t help yourself. When you Duel a higher Scale enemy without preparation, take +1 Forward.
I’ve Had Worse
Getting roughed up a little is nothing more than a typical Tuesday. Grit your teeth against the pain—if you can stand, you can fight. You have an additional Wounded box and can keep fighting even if grievously injured.
Killing Intent
You can intimidate someone with your mere presence, fixing them with a glare of such rage and malevolence that they feel the pure force of your fury. Take +1 Forward to any Hearts & Minds when you intimidate or threaten another character.
Delinquent Sample Entanglements
Romantic
- I love [ ] but only know how to express it through attempting to bully them. Only [ ] knows of my true feelings.
- I love [ ], who I consider my rival and only true match in battle, but they are in a relationship with [ ].
- My heart beats faster every time I see [ ], but my confidant [ ] tells me that I should interpret those feelings as hatred.
- I consider [ ] the only one able to defeat me in a duel, but they’ve just been defeated by [ ].
- I used to bully [ ], but they are now under the protection of their senpai, [ ].
- I offended [ ] with my uncouth ways, and now [ ] is looking to take revenge on me.
The Dropout
Play this character if: You want to be skeptical of the Academy itself.
Player Agenda: Embrace the ideal and emotional over the practical.
Dropout Roles
Pick One:
Surrendered
Every morning, you wake disappointed that you haven’t yet disappeared. You’re tired of the endless fighting, the scrabbling to survive. When you lay down your arms and provoke your opponent into responding verbally instead of continuing the fight, roll. On a 10+, your words cut deeper than a blade—ending the conflict. Gain a Bond with them. On a 7-9, this isn’t over. The conflict is delayed but will return soon. On a Miss they lash out at you. Mark an Element and describe something of yours they destroy, injure, or deface.
Unatoned
You committed a terrible sin in the name of power or love, winning your duel but losing something far more important. You got what you wanted, and it broke you. You are now a shadow of your former self, defined by your greatest regret. When you flash back to an NPC’s secret role in your tragedy, describe it and take +1 Forward in dealing with them.
When you reveal that secret to them, roll. On a Hit, choose: halt their current action, clear an Element (you or them), make them answer a question, or drive them off. On a 7-9, it is revealed that you manipulated or betrayed them. roll Inner Conflict. On a Miss, they reveal how what you did cut them deeply. They turn fully against you.
Gamebreaker
The Academy broke you, and you’re going to break it back. The rage burning within you cannot be sated by anything less than the Academy’s destruction. Even if you know that your rebellion will lead to your doom, you want to bring as much of the Academy down with you as you can. When you sabotage an institution, activity, or event of the Academy, roll. On a Hit you bring it to a halt or force its closure. On a 10+ choose two; on a 7-9 choose one: the effect is not fleeting; no one knows you did it; you force a change of leadership; or your chosen alternative takes its place.
Dropout Moves
Pick Two:
Escape Artist (as It Takes a Thief from Bravo); I Work Alone (as Heroes Shed No Tears from Outsider); Slip Out the Back Door (as The Royal Tramp from Outsider); Last Stand (as Legend of the Mountain from Loyal), Wallflower (as The Water Margin from Outsider)
Headphones In
There’s nothing more conducive to introspection than brooding alone. When you find an appropriately scenic spot (rivers and balconies are ideal), put on some sad music and think about life for a while, take +1 Forward to Study.
Go On Ahead, I’ll Hold Them Off
When all else fails, you’re willing to sacrifice yourself and take on the enemy alone. Mark Wounded and describe how you seemingly fall. Your allies may escape. You can rejoin the group later, but have to narrate the twist which saved you.
Silence in the Shadows
After a private conversation between a PC and another character, explain how you were in a place to overhear it and roll. On a 10+, you hear everything and manage to escape without detection. On a 7-9, you hear everything, but one of the involved parties sees you leave or finds evidence of your presence. On a Miss, you hear and see nothing, as an authority figure catches and punishes you. The GM may decide if your presence is reasonable in the fiction.
Secret Passageways
You’ve explored the entire school, enough to have discovered some of its lingering mysteries. Once per session, you declare a secret passageway to the location of your choosing. Mysteriously exiting a seemingly locked location or suddenly appearing somewhere you shouldn’t have been able to is not out of the question.
Dropout Sample Entanglements
Romantic
- My vow to never love again ended my burgeoning relationship with [ ], but I’m not happy about them moving on with [ ].
- [ ] has asked me to help them end their relationship with [ ], whom I secretly love.
- I love [ ], but they are loyal to my enemy, [ ].
- I vowed never to fight again after humiliating [ ] in a duel, but now their friend [ ] wants to take vengeance on me.
- I have never gotten over my defeat at the hands of [ ], and I feel like [ ] is my best chance to take revenge.
- [ ] has heard of my reputation as a fighter and has begged me to train them for their fight against [ ].
The Student Council Representative
Play this character if: You want to maintain order and elevate your own status.
Player Agenda: Keep up appearances.
Student Council Representative Roles
Pick One:
Teacher’s Pet
You’re an agent of the administration, connected to the forces that run the school—or one of them, at least. Your patron may not tell you all their secrets, but you’re under their protection as long as you have their favor. Once per session, you may ask them for a favor but their assistance always comes with strings attached.
Class President
There is nothing you want more than to be on top. You present an outward mask of perfection to the world, but every act and word is completely calculated to maintain your reputation as a model student. Styling yourself as a benevolent tyrant, you work to maintain the admiration of the student body. Neutral NPCs are always susceptible to your use of Hearts & Minds.
Goody Two-Shoes
You thought that your position would gain you the respect of your peers, but instead your authority is all on paper. Being a student council representative is more work than reward, as other students seem to believe you’re there to serve at their pleasure and take on their responsibilities. When you attempt to flatter an enemy NPC into believing you’ll be their lackey, roll. On a Hit, they buy it. On a 10+ they also reveal a secret of an upcoming scheme. On a 6-, you’re sure you’ve got them, but they lead you into a trap.
Student Council Representative Moves
Pick Two:
The Little Magistrate (as Strife for Mastery from Loyal); Plans within Plans (as Final Master from Aware); Student Handbook (as Blade Heart from Student); Top Student (as Legend of Awakening from Aware)
Face of an Angel
You have +1 Ongoing when interacting with any authority figure. They know you’ve always followed the rules—why would anything change now?
Working Relationship
You’re intimately familiar with the Academy’s web of power and influence. When you first meet the leader of any faction, you may declare a fact about them. You always can spot these leaders and their lieutenants unless they are in disguise.
Sterling Reputation
Take +1 Forward when you attempt to Impress subordinate NPCs (younger, lower social background, worse grades, etc).
Event of the Year
When you put on a party, or gathering, roll. On a Hit, absolutely everyone must attend for fear of being left out. Take +1 Forward on a social move you make during the scene. On a 10+, choose: force someone to show up, make someone a celebrity, gain a favor from someone; or humiliate a rival. On a Miss, something goes catastrophically wrong. Choose: a rival puts on a better event at the same time; your theme offends someone important; someone upstages you there; or a wacky accident causes the event to end early.
Student Council Representative Sample Entanglements
Romantic
- I’ve been packing delicious home-cooked lunches for [ ] in an attempt to win their heart, but they’ve been passing them along to their friend [ ] instead.
- I love [ ], but they are beneath me in status, unlike [ ], who everyone thinks suits me better.
- I’m fascinated by [ ], but [ ] has reminded me that because of my duty and position I must deny my own feelings.
- My sibling [ ] has fallen under the thrall of [ ], whom I despise.
- [ ] has begged me to counsel their friend [ ] and solve their emotional problems.
- I know that [ ] is on the verge of challenging me to a duel, I need and according to [ ] to help me train.
The Transfer Student
Play this character if: You want to be drawn into a new and mysterious world you don’t entirely understand.
Player Agenda: Be constantly surprised.
Transfer Student Roles
Pick One:
Ingenue
Before you came to the Academy, you’d never touched a weapon before in your life. You’re sheltered, naïve and innocent in every way... Or at least that’s how you appear. Your perceived weakness makes it easier for others to be vulnerable around you, which gives you +1 Ongoing to Comfort & Support.
Seeker
Someone you once knew and loved dearly disappeared into the halls of the Academy. You’ve spent the last year trying to find them. Now that you’ve finally entered the Academy, you’re almost at your goal. Take +1 Forward when you try to find out where they are, what happened to them, or why they’ve changed. When you Study someone, you may ask “What do they know about (missing loved one)?” without spending hold.
Mundane
You have no idea why everyone is taking this dueling thing so seriously. Rich people are scary. Where did everyone’s parents go? Isn’t this illegal? Are those real swords? Your perspective is steeped in conventional reality. When you encounter something unearthly or supernatural, take +1 Forward. When you come up with a rational explanation for it, clear an Element or take a Bond with someone stunned by your hardheadedness.
Transfer Student Moves
Pick Two:
Don’t Leave Me Here (as The Promise from Aware); Private Tutoring (as The Proud Youth from Student); Voice of Reason (as Listening Snow Tower from Student); Write A Friend (as Lawless Kingdom from Loyal)
Defeat Means Friendship
When you win a duel against a foe of equal scale with a 10+, you may make an impassioned speech which turns them to your cause (at least for the moment). On a 7-9, in addition to other results, you plant a seed of doubt in their mind about their plans and allegiances.
Nothing Escapes Me
When you or a fellow PC present in a scene roll a Miss on Study, you may use any bond to instead have a 7-9 result.
Just the New Kid
When you ask someone a pointed question while feigning ignorance, say what you're hoping they'll reveal and roll. On a Hit, they take you at your word and answer the question honestly. On a 10+ choose one: they let slip a big secret or you gain a Bond with them. On a Miss, they see through your façade and learn something vital about you instead.
Sympathy for the Devil
You want everyone to be okay, no matter how they’ve acted towards you before. You have +1 Forward to Comfort & Support used on anyone who has acted cruelly, rudely, or otherwise poorly to you or in your presence.
Transfer Student Sample Entanglements
Romance
- I’m crushing on both [ ] and [ ], and now they’ve started dating each other.
- I’m oblivious to [ ]’s affection to me because I am completely focused on my love for [ ], who doesn’t know that I love them.
- I made a childhood marriage promise with someone whose name I’ve forgotten, and either [ ] or [ ] could be the one I’m searching for.
- [ ] has tricked me into offending [ ], who now considers me a sworn enemy.
- [ ] also transferred here and has spread rumors about my history, rumors which threaten my friendship with [ ].
- I managed to offend [ ] on my first day here and they have ordered [ ] to stay away from me.