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The Unspeakable Princess

The MC has their own unique moves and tools through which they can interact with the players to provide them with challenges to overcome and desires to fulfill. The MC's moves highlight status and intrigue, giving them the ability to push the players to fulfill the duties of their station, wrap them up in webs of rumor and innuendo, or confront them head on with powerful interlocutors seeking to take away what they have built for themselves. As examples, the MC has different moves to use against characters depending on whether or not they are high or low status.

These moves are designed to give the MC ways to threaten the status or powerful characters and call on them perform the obligations that come with their station. Heavy is the head that wears the crown, as they say. The moves aimed at common characters exist to give them something to struggle against- the machinations of power and the privileges of the elite stand in the way of what they want. How will they rise against them?

Through using these moves, the MC can help the hierarchy of the world you collectively create come alive, highlighting the harsh realities of power in your game. The MC's role in SCUP is designed to be every bit as rewarding as playing a character, allowing them to let their imagination run wild with with what nefarious schemes are plotted in the shadows by secret societies, or what treachery lurks in the hearts of the nobles who rule over the player characters. Players take on the role of extraordinary characters, both noble and common, with powers and connections that let them get their hands dirty and shape the fictional world of your game in the blood opera you write together.

What character class will you choose to play? As you play, you will draw on powerful, narrative shaping moves to make your mark on the world you create. The Voice can rile a crowd through spreading rumors and secrets with her move Strange Words , while hiding her tracks to keep the source of the information discreet.

The Unspeakable Princess by Taylor Wren (Paperback) - Lulu

The Bloodletter can create life from death, stealing the essence of one soul to give to another, using her move Blood for Blood. All the while, the various Factions the characters belong to will provide them with fruitful information and support, as well as task them with deeds both noble and nefarious to advance their agenda.

You may call on your Faction to present you with information or aid as needed, but if you want to stay in their good graces, they may demand your help in advancing their agenda. So what might you do as the various classes in SCUP? In the video above, we present a scenario that might occur in a typical SCUP game: The video features the responses of several classes- The Black Hood, who responds with indifference, knowing her ability to move in the shadows means that can escape the dungeon if need be; The Lyre, who turns to seducing the Queen, her former lover, to save her own neck; The Gauntlet, drawing her sword and attempting to fight her way out; and The Screw, who relies on the information she has gathered about the nobles in the room to turn the tables on the Queen.


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These responses give you an idea of how the moves in SCUP operate. The Gauntlet may use her abilities to fight a large group with no penalties, as well as gain bonuses in combat as she fights, even beyond death, while The Screw may be drawing on her move Pretty Please , which allows her to discover the darkest secrets of characters at her mercy.

Each character class is designed towards a specific end: As their paths cross, these various ways of wielding power and influence will provide you with ample opportunity to get your hands dirty, allying with each other to accomplish your goals or turning against other characters in bloody revenge. We designed SCUP because we were interested in playing a dark fantasy game that focused on the everyday concerns of people wrestling with power, duty, corruption, and honor.

There are, obviously, no shortage of fantasy-themed games about questing and strategic combat, but we had seen significantly fewer that focused on the kind of close-up, personal stories about relationships, politics, and intrigue that we were interested in. Having just played a campaign of Apocalypse World , we realized that the basic stats, moves, and mechanics of that game would work well for telling the kinds of stories we wanted to tell, but we needed to rework the feel of the game, including coming up with new splats, new MC moves, a different world creation system, and new mechanics to make the setting and themes come alive.

Several years and many playtests later, the game is fully written. The money from this Kickstarter will be used to produce the game, as well as pay key people who have worked on it. Nathan is an independent graphic designer, game designer, small press publisher, and narrative design consultant. Additionally, we want to pay our talented team, which includes Jenn Martin, who is doing artwork, administrative work, and design, as well as pay for all aspects of the production and distribution of the game, including the work done by the voice actors on our Kickstarter video.

The game itself with be produced by DriveThru RPG who are one of the leading manufacturers and distributers of games. Marnie Galloway is a cartoonist and illustrator working in Chicago. If we reach 8k, Marnie will provide her signature style of evocative artwork for the character class playbooks. If we reach 10k, Marnie will provide illustrations for the entire book, giving it a unique aesthetic that will fully capture the vibe of what we're going for with SCUP.

Tom, Todd, and Jenn have a handful of ideas we've batted around for experimental playbooks that are slightly orthogonal to how the classes included in the main book operates. If we reach 12k, we'll release a limited edition set of five new playbooks, made available first to our backers. We've always envisioned SCUP as a game that could be played in a variety of fantasy settings, informed by the great diversity of histories, traditions, and folklores of the world, yet many gamers including us!

As such, we've brought on Julia Bond Ellingboe and Eric Simon to collaborate with us on writing primers for people interested in playing a dark fantasy game like SCUP in a setting that draws inspiration from non-Western European settings. If you are a SCUP backer, you are probably most familiar with her groundbreaking game Steal Away Jordan , or perhaps Tales of the Fisherman's Wife , but she is also a writer of fiction whose work draws on a variety of folkloric traditions, such as African American slave narratives, Japanese kaidan stories, and the Francis J.


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Eric Simon is the writer and publisher behind the Steamscapes setting for Savage Worlds. He also recently released Rockalypse, a new setting for Fate. We are big fans of both these amazing authors and we are super stoked at the possibility of having them on board to write something for SCUP! SCUP is a dark fantasy role-playing game and we wanted some help exploring the themes of that genre as thoroughly as possible. Tasha Robinson is a culture editor and writer based in Chicago.

She is not-so-secretly addicted to designing, running, and playing in RPGs. We at Wheel Tree are big fans of Tasha and we could not be more excited to have her on board.

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Her writing on popular culture is always illuminating, and we're really looking forward to seeing what she can do with the topic if we make 17k! SCUP is a game about the nasty, brutish, and short lives of people scrapping for power in a rough world.

We want you to have the full blood opera experience at your table, so we've invited author, designer, and all around gamer extraordinaire Willow Palecek to write a primer for SCUP called "Playing Hard: Our agents will determine if the content reported is inappropriate or not based on the guidelines provided and will then take action where needed. Thank you for notifying us.

The Unspeakable Princess

The page you are attempting to access contains content that is not intended for underage readers. This item has not been rated yet. The Unspeakable Princess is a story of a small child that is born with no hearing. The villagers look up to the princess to solve their problems because she can say so much and yet she says nothing at all. She achieves this by using sign language to communicate.


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Ruin of a Princess

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