+ Lead for printer - Print email (directions) - Find on map + Email stuff home + Fill out descriptions - Format the pdf up a bit - Print ppdd pdf - Pencils - Sample cards - Index cards - Gem tokens - Spy tokens Make sure the rules clarify: Rules don't say what happens to cards used in an attack - leaving them public was our choice. You can use these for inspiration, pick and choose, or roll a die and decide randomly. Princess creation Where you come from (appearence too) Why you're doing it (motivation) How you do it (acting) Where 1. Fair and white from the mysterious west. You come from the mysterious and far off east. A land which must be very high, since it is said that snow falls even upon the fields! Shockingly fair of skin, you represent a rich and exotic treasure to this land far from your home. 2. From the palaces of Samarkan. This battle takes place on your home ground, for you have lived your whole life within the palaces of fair Samarkan. A confined life, but a pleasant one. 3. From the city of Samarkan. This fair city, its bustling markets, its tall spires and deep alleys - are your home. Perhaps you are the daughter of a grand merchant and lived in his walled compound of cool marble. Or perhaps you rose from the street, a gutter runner who lived on what she could steal. 4. From the deserts, surrounding the city. A bedouin, you lived your life in the wild plains and deserts - a place where life is so hard that your worst enemy can expect to share your camp fire for a night. A cloudless place of endless planes, and plenty of ponies. 5. Africa/Egypt. A princess from the far off lands of darkest Africa, your people remember the pharoas and are famed for their sailors. You are heir to a great trading family, and are well practiced in using your exotic appearence to spread rumours of sorcery. 6. Russia / China. You come from the far end of the silk road, a princess from the land of silk and warlords. This place is, to you, primitive and uncouth. Where others see towering acheivements, you see only tawrdy aping of their betters. Make sure the other players know that yo ufeel this way! Why 1. For the power. You wish to take the throne, for the power it will convey. The power to shape destiny, to set in motion a dynasty that will be famous throughout history. You wish to mould this kingdom in your image. 2. For the riches. You have that most base of motives - money. Money for the comforts it can bring and for the wonderful things it can bring to you from far-off lands. And to pay off the creditors, of course. Your family has little enough money these days. 3. For love. How odd. The man you wish to marry, to whom your heart is devoted; is the crown prince. Strange to think that, amongst all these vultures, your motive is pure. And such a tragedy will be written when you have to murder him on your wedding night. A tale for the ages. 4. For someone else. You act not on your own behalf, but as the agent of another. Perhaps you are a relative, or perhaps a trusted retainer. Maybe they don't know that you are doing it at all! Still, the best way to help them is to marry this prince. 5. For revenge. You couldn't care a whit about this prince, or his measly kingdom - though his wealth is great enough that the risk gives he game spice. No, instead - his family have wronged yours, and you will have your revenge. ALTERNATIVE: You have a rival. You hate her and want her to suffer. To revenge yourself against her, you will snatch this prince from her and see her beheaded. Choose another player, and let rip. Be aware that this WILL destabilise the game and probably wreck your chances of winning. 6. Forced into it. You really don't want to be here. But, nonetheless, here you are. Perhaps it was a mistimed boast, perhaps the city guard seek your head - whatever it was, somehow, you've ended up in this situation; competing against these princesses - and your only escape is to win and marry the prince. How 1. Brat princess. Scream and yell. Demand better cushions. Demand the servants be flogged. Demand ice in your tea. Ice from the tall mountains! Be unreasonable and overbearing. Nothing is ever good enough. You are, after all, a princess, and you demand that everything be PERFECT. 2. Ice princess. Cool and calculating. Regal and calm. Unhurried, unruffled, unkind. Keep your eyes on the prize; and avoid distractions like being nice to people. 3. Innocent. Somehow, amongst all of these horrible scheming princesses, you have kept a core of human decency. Sunshine, life and fluffy things - everything will come out rainbows and happiness in the end. Nothing bad will happen, and there's no need to be nasty about it. Make your items and show yourself the best princess, of course - but be sickeningly nice about it. 4. Sneaky. Above. Little miss innocent. That's you. When you aren't giggling and dancing about laughing at the misfortune of others, anyway. Hide your true, devious, nature behind a (thin and often pierced, because if the other players don't see it, what's the point?) screen of niceness. But be evil and scheming and downright nasty. Try and perfect your cackle, maybe you can get a step-daughter when you're queen. 5. Righteous. You are better than everyone, destined to rule - and you know it. There's no need to scream and shout about every little thing - but the others do sometimes need to be reminded of your divine rights. Everything shall be yours, and you can take great (and condescending) pity on those poor deluded fools who seek to dethrone you. 6. Noble. Ah, you are a gem amongst gems - a princess worthy of the name. Everything you do is right; neither cruel nor overly merciful. You laugh whene it would be polite to laugh, and order beheadings when such is needed. You would make a most wonderful queen. Your only flaw (for all things but god have flaw) is that you aren't quite smart enough to not let it show. ---- Mechanics: 4x 'One of your cards is on only *this* attribute' 1x 'Choose an opponent, one of your cards targets ONLY her' 1x 'Choose an opponent, one of your cards does NOT target her' 4x 'One of your cards is NOT on *this* attribute' 2x 'Choose two opponents...' 6x 'One of your cards is on *this* combination of 2 attributes' ----- Meeting geneerator. Place Who is present Ostensible purpose of meeting -> What is to be decided? How will it be decided? What is the reward? NOTE: Don't use this TOO often (once per game round if not GMing) If GMing, then suggest about once every half hour, and probably only have an actual decision and reward every other time. Place: 1. Palace - hidden room Your meeting occurs in a hidden room, deep within the less travelled coridoors of the palace. Cloistered from sight, shaded by vines - it is crumbling, but is - usually - a place where you can avoid being overheard, and can trade secrets in relative safety. 2. Palace - Open court Your meeting occurs hidden in plain sight - in the press of court. Perhaps a party is scheduled? Regardless, none would think it odd for princesses to meet and talk whilst all around nobles of every stripe do the same. 3. Palace - gardens Your meeting occurs within the wide cool gardens of the palace, surrounded by exotic plants and animals brought from all across the world. This place provides a haven from the suns heat at the height of the day, and many nooks and hidden places for private conversations. 4. City - Rug shop The silk caravan arrives, bringing wondrous fabrics and clothes. The rug shops of the city become, for a while, THE place to be seen. And seen you are, as you wander the stacks of Ab'sTeract. Four brothers famously fight over this shop, their inheritance; arranging rugs to best advantage, trying to claim the shop as their own. It seems... appropriate. 5. City - Market It is market day. The bazaar is bustling with merchants selling to each other, drinking tea and sherbet. A fine place to stroll, with a small entourage of ladies in waiting. To view the fine goods being traded - that form this cities lifeblood. To talk, for a time, with other ladies who happen to be viewing the same wares. 6. Desert - Oasis? Cave? Trackless waste? For some reason, you have all taken it into your heads to hold your meeting deep within the desert. Perhaps you hope that the ever shifting sands will cover your tracks. Perhaps, you feel, that this far away from the palace your deeds will be hidden from the ever-present spies. Or perhaps you just felt that you couldn't visit this land without seeing the real home of the bedouin. Present: 1. Seemingly no-one else As far as you can tell, there is no one here except you princesses. No, no one hiding in the shadows, no spies, nothing. You can talk entirely openly. 2. Many well hidden spies As far as you can tell, there is no one here except you princesses. No, no one hiding in the shadows, no spies, nothing. Well, just the ever-present spies. They're hidden though, and protocol holds that you can talk entirely openly. 3. Courtiers There's a whole host of courtiers, servants and general hangers-on. The full bustle of court. No matter how little sense this seems to make - if important ladies travel, their baggage trains and syncophants are sure to travel with them. 4. Common folk Someone has let in the normal, common folk of this city. Fat merchants, thin merchants, grubby little urchins, matrons and mothers - all and sundry. 5. Many warriors There's a small army here! Someone is sending a not-so-subtle message by sending guards here. But you each know that it wasn't you. And since you still have your head, it wasn't any of the other players, either. Maybe one of the other inumerable plots the nobles are involved in has gone off the rails? 6. A monster There's a monster here! * The manticore (a man with a lions body and a spiked poisonous tail) * Pahlavi Senmurv, the Saena bird (a falcon who spreads rain over all the earth) * Azhdaha - the three-mouthed, the three headed, the six-eyed, who has a thousand sense - demon. It doesn't appear to be interested in eating you right now, and instead listens in, amused, as you plot. You daren't antoginse it by leaving early... What: 1. The Princesses must decide upon the most stately and noble amongst them. 2. The nobles hold a great meeting. They declare that only the purest and most noble shall succeed to be the Princes' bride. Which of you is that? 3. Which of you has the best supported at court? 4. Everyone loves the underdog - which of you has least chance to marry the prince? 5. Which of you has been most ruthless? 6. The Princesses must decide upon who is the Queenliest of them all - what meaning you attach to this is up to you. How: 1. Show of hands. Each player, even the dead ones, votes. One vote per player. 2. Most revealed cards. Which of you has the most item cards face-up? You can always trade some now, if you like. 3. Least cash. Which of you has the least remaining cash? Perhaps now is a good time to buy things from the other players? 4. Bid for it Who is willing to offer up the most cash? 5. Most spies remaining Have you managed to keep your spy network intact? Can you convince the other players to loan you theirs? 6. Who is the most badly wounded? Lowest total stats (Use this one to bring back dead players) Rewards: 1. +1 spy 2. +2 cash 3. +1 cash, losers -1 cash (0 to abstainers) 4. Take a card from someone else. 5. +1 to one of your stats 6. Everyone may sell a card for 1 cash, winner may sell one for 2. Some other events: A great whirlwind approaches, and for a time the city is enveloped in sand; hiding many things. Each player can take one revealed card back into their hands, and hope that the other players forget what it was. The night of the restless dead comes around. The Princesses take part in a seance to talk the dead. If any players have been knocked out of the game, then they can come back to life, with one point in each skill. There is a great race held in the desert, as the bedouin compete to see who has raised the most valiant stallions.