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Fanatic Island Tribes


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Conquering Borneo Wildmen
This table is used when the players arrive on the beach of an isle influenced by the orient, wild and untamed, but unafraid of foreigners. The characters soon are swarmed by primitives. They will slay thousands, but like bees, all will get stung.

First the players must choose either (1) to endure twenty-seven of these events or (2) suffer event after event until the Wheel appears. Each card is flipped and as a group the players must decide who will attempt the roll. High level players get multiple rolls. Only one character or alt will take part for each player.
One make-roll only may be used for a success. Characters w/ the skill, swaggering or Trait gain three dice Advantage. All failed results are knock outs.

If the players survive the 27 or Wheel (by choice), then the isle is captured, the remaining tribesmen are pacified. Check Prizes (slaves) or Conflict Arms (victory). If all players end up unconscious, then Digressions apply (#R). Someone, most likely, is going to be stewed upon failure.

Warning; some results other than unconsciousness are sprinkled throughout the tables.

King Cups: Immodesta. If the card is inverted, player attempting the roll gains any one skill. Difficulty: 9 Advantage: Flamboyant Moves*
Queen Cups: Supernatet. Difficulty: 12 Advantage: Swimmer
Knight Cups: Diripiat. Regardless, all conscious characters gain one swaggering. Difficulty: 13 Advantage: Gunner-Gunsmith
Knave Cups: Timor. If the card is inverted, the fleet scapegoat loses one swaggering. Difficulty: 13 Advantage: Better Valor*
Ten Cups: Armis. Difficulty: 10 Advantage: Armourer
Nine Cups: Itinerantur. Difficulty: 11 Advantage: Navigator
Eight Cups: Fictus. Difficulty: 11 Advantage: Forger
Seven Cups: Iaculare. Difficulty: 9 Advantage: Chiasmic Actions*
Six Cups: Ferrum. If the attempt is failed, the lowest level character currently unconscious, suffers a vicious wound. Difficulty: 9 Advantage: Hilt Punch*
Five Cups: Interpres. Difficulty: 11 Advantage: Interpreter
Four Cups: Vos. Difficulty: 11 Advantage: Prospector-Sapper
Three Cups: Simularent. Difficulty: 9 Advantage: Feigns*
Two Cups: Fingit. Difficulty: 11 Advantage: Inquisitionist
Ace Cups: Nauta. If the card is inverted, player attempting the roll gains any Trait. Difficulty: 10 Advantage: Sailor

King Rods: Faber. If the card is inverted, player attempting the roll gains any one skill. Difficulty: 11 Advantage: Architect-Shipwright
Queen Rods: Princeps. Difficulty: 12 Advantage: Captain-Pilot
Knight Rods: Nobilitatis. Regardless, all conscious characters gain one swaggering. Difficulty: 13 Advantage: Gentry-Husbandman
Knave Rods: Vestimentum. If the card is inverted, the fleet scapegoat loses one swaggering. Difficulty: 13 Advantage: Gesticulate Garment*
Ten Rods: Venenum. Difficulty: 10 Advantage: Apothecary
Nine Rods: Disputatio. Difficulty: 9 Advantage: Repartee*
Eight Rods: Artis. Difficulty: 11 Advantage: Tinker
Seven Rods: Obstructionum. Difficulty: 9 Advantage: Disarming Blows*
Six Rods: Scorpionem. If the attempt is failed, the lowest level character currently unconscious, suffers a vicious wound. Difficulty: 11 Advantage: Crossbowman
Five Rods: Colluctatio. Difficulty: 9 Advantage: Wrestling Holds*
Four Rods: Oho. Difficulty: 9 Advantage: Oriental Pummeling*
Three Rods: Calcitrare. Difficulty: 9 Advantage: Effective Spurning*
Two Rods: Arcum. Difficulty: 11 Advantage: Longbowman
Ace Rods: Pugna. If the card is inverted, player attempting the roll gains any Trait. Difficulty: 10 Advantage: Brawler

King Coins: Audacissimus. If the card is inverted, player attempting the roll gains any one skill. Difficulty: 9 Advantage: Daring Pistol Fire*
Queen Coins: Computantis. Difficulty: 12 Advantage: Accountant-Bookkeeper
Knight Coins: Venari. Regardless, all conscious characters gain one swaggering. Difficulty: 13 Advantage: Hunter
Knave Coins: Iuris. If the card is inverted, the fleet scapegoat loses one swaggering. Difficulty: 15 Advantage: Solicitor
Ten Coins: Aurum. Difficulty: 10 Advantage: Goldsmith
Nine Coins: Feodo. Difficulty: 11 Advantage: Briber
Eight Coins: Quod. Difficulty: 9 Advantage: Automatic Reload*
Seven Coins: Dexteritate. Difficulty: 11 Advantage: Pistoleer
Six Coins: Carpe. If the attempt is failed, the lowest level character currently unconscious, suffers a vicious wound. Difficulty: 9 Advantage: Seize Swordarm*
Five Coins: Tenax. Difficulty: 9 Advantage: Tenacious Pistol Fire*
Four Coins: Alea. Difficulty: 11 Advantage: Cards-Dice
Three Coins: Vendere. Difficulty: 11 Advantage: Tradesman
Two Coins: Furantur. Difficulty: 11 Advantage: Pickpocket
Ace Coins: Mercator. If the card is inverted, player attempting the roll gains any Trait. Difficulty: 10 Advantage: Merchant

King Swords: Charismatum. If the card is inverted, player attempting the roll gains any one skill. Difficulty: 9 Advantage: Charismatic Style*
Queen Swords: Medicus. Difficulty: 12 Advantage: Physician
Knight Swords: Equester. Regardless, all conscious characters gain one swaggering. Difficulty: 13 Advantage: Equestrian
Knave Swords: Turba. If the card is inverted, the fleet scapegoat loses one swaggering. Difficulty: 15 Advantage: Rabblerouser
Ten Swords: Lectio. Difficulty: 10 Advantage: Literacy
Nine Swords: Ferrum. Difficulty: 11 Advantage: Fencer
Eight Swords: Pugil. Difficulty: 11 Advantage: Pugilist
Seven Swords: Flamma. Difficulty: 9 Advantage: Attract Fire*
Six Swords: Inunge. If the attempt is failed, the lowest level character currently unconscious, suffers a vicious wound. Difficulty: 11 Advantage: Slaver
Five Swords: Heros. Difficulty: 9 Advantage: Heroic Swordplay*
Four Swords: Inaequale. Difficulty: 9 Advantage: Irregular Swordstrokes*
Three Swords: Exploratorem. Difficulty: 11 Advantage: Spy
Two Swords: Pugione. Difficulty: 9 Advantage: Uncontested Dagger Thrust*
Ace Swords: Miles. If the card is inverted, player attempting the roll gains any Trait. Difficulty: 10 Advantage: Man-at-Arms

Magician: Corydon. Difficulty: 11 Advantage: Juggler-Acrobat
High Priestess: Victima. The next card must be attempted by each character already knocked out. Any fail results in a vicious wound; however, the Difficulty of each attempt is reduced by three.
Empress: Dominus. Difficulty: 13 Advantage: Lordly
Emperor: Invaluerunt. Difficulty: 13 Advantage: Stout
Pope: Religio. Any character who has accepted reformed views and gained either Growth or Fame in doing so, gains plus two on his rolls.
Lovers: Familia. Any character married or with established family estates, per Growth or Fame, gains plus two on his rolls.
Chariot: Pulchritudo. Difficulty: 13 Advantage: Dashing
Justice: Iustitiae. Any character from here on out who fails a roll, becomes the fleet scapegoat.
Hermit: Secretum. The last character to attempt a roll suffers a vicious. He will continue in the action.
Wheel of Fortune: Rotam. Shuffle the deck. Did this end the events?
Force: Praedicate. The next character successful at a roll is proclaimed the fleet commander. The fleet commander may accept or pass any attempt, so long as he is not unconscious or wounded.
Hanged Man: Victima. The last character to attempt a roll becomes the scapegoat.
Death: Martyris. If all players agree to take a vicious wound, the next attempt may generate victory upon success. Regardless, the players lose all remaining make-rolls.
Temperance: Callidus. Difficulty: 13 Advantage: Cunning
Devil: Diabolus. The next card must be attempted by everyone. This may result in several knock outs; however, the Difficulty of the roll is reduced by four.
Tower of Destruction: Nocere. Every character presently knocked out suffers a vicious. They then rejoin the action nursing fresh wounds.
Star: Restituere. One character previously knocked out, rejoins the action.
Moon: Luna. All Difficulties increase by three, unless the next roll is attempted by the lowest level player character. Obviously, if that character is unconscious, the penalty becomes automatic.
Sun: Solis. All characters gains plus two on rolls, provided the next roll is attempted by the lowest level player character. Obviously, if that character is unconscious, no bonus is possible.
Judgment: Voluntarius. One character may swap places with any character previously knocked unconscious. The volunteer becomes captured; the person he rescues returns to the battle. This action is optional.
World: Altum. Any character above social rank eight, an important servant of the realm, gains plus two on his rolls.
Fool: Asinus. All Difficulties increase by one, unless the next roll is attempted by the lowest level player character. Obviously, if that character is unconscious, the penalty becomes automatic.


Yours,

   red



Message Replies:
I nominate Tony... -- 3d(ice) Mike (posted: 4/3/2018) 
Bad News for All -- red (posted: 4/3/2018) 
 
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