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Building a Stable of Characters


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Calling in Favors (of NPCs)
In most cases the players will attract Friends from successful missions or mutual interests. However an even more assured method is to retire one of your characters into the greater world. This stable of allies can be called upon to influence events. Besides the obvious of providing information and resources, allies can directly augment play.

Suggested benefits include:
*Remove a bane trait from a ship or company in the Epilog on Ordinary roll.

*Add a good trait to a ship or company at the start of an adventure on Ordinary roll.

*Swap the inversion of a card in play. Set this in motion by Ordinary roll during any phase change of encounters or Difficult at the very start of Climax Challenges.

*Restore a missing item—purse, hat, boots, sword, sobriety, hale vigor, etc.—and continue the action at hand on Ordinary.

*Lower the overall rank of a Mission Inconsequence Encounter. Anytime on Ordinary roll.

*Ignore Q&D knock out results in a Q&D on Difficult. However, if table is designed specifically to generate unconscious results to whittle down player numbers, this intervention option may be denied. e.g. Q&D Wild Tribes With this advantage, the player may even suffer vicious wounds and continue events.

*Declare the suit of any card in play on Difficult.

*Gain an extra make-roll at start of the adventure on Tasking.

*Cancel immediately any single Major Tarot result on Difficult.

*Generate Digression #Z immediately on Tasking. This benefit may even be used to escape a devastating result on a Q&D.

*Gain party AID (+4 to rolls) at he start of any Q&D on Nearly Impossible roll.

*Convalesce and restore a wound, during continued play on Difficult. The character will return at the Next Phase, Start of Climax or Epilog.

*Add any Trait (temporarily) for the entire mission on Difficult.

*Add the possibility of Secondary Objective, Advancing State, Restoring Morale, Rout or Raid to the result of current Q&D event on Tasking. The actual event roll will also need to be successful.

*Add any skill (temporarily) for the entire mission on Ordinary.

*Cancel the result of a vicious wound on Nearly Impossible. Player character immediately returns to the action at hand.

(Generate even more of your own Flairs, of course.)

The use of a make-roll for these actions does not count as the one-time usage of make-rolls in any set of card events. Thus, one or more allies can intervene (by amazing coincidence), during the thrust of play.

The Patron may also provide these benefits from afar, while the players are on his mission. But, only the leading player under his contract may call for special results. “I wish for….” Factor in the Patron’s rankings in the Five Categories of Influence and Resources: Sea, Land, Riches, Power and Goodwill, when determining if the Patron can remotely augment play mechanics in these ways.

Each of the other player character’s friends can be called upon just once in the scenario. In all cases, the failed roll will Stress the relationship. In a subsequent adventure, a second failed attempt to use the NPC’s leverage will result in the loss of the friend. He is not your enemy, but time and distance has taken a toll. Special Case: any roll of snake-eyes means the Friend has died or vanished, been exiled or usurped. C'est la vie.

The actual world occupation (role) and distance from the players may impose a penalty on the Degree of Difficulty, including making results Impossible. Refuse the action anytime the Ref is not sure the stated result could apply in places like Unknown Waters or the New World. Ask perhaps how the friend’s influence could reach all the way out there? However, powerful allies have been known to shadow their agents (the players) with silent enforcers and protectors. Since the players are the principals of change, they are worth investment and monitoring. Otherwise, the Ref may adjust the Degree of Difficulty to account for other tangible and intangible factors of play.

The referee may also decide that the Rival or a player’s enemies have intervened and made matters worse. For instance, a Battle might start with a negative four anti-AID, just because it was overdue. The rule of thumb shall be all players generate a foul consequence each adventure after level five.

Q&D Him, not Again?!?
Any King: First Digression of any player will start before the Rival at #R.
Any Queen: Lose half your make-rolls at the start of the adventure.
Any Knight: Lose temporarily a Trait (choice) for all phases of encounters.
Any Knave: Suffer knock out result at the start of one Q&D. Ref decides which one, and may roll D8 for rough idea of timing; higher roll the further along the mission. But never apply disadvantage in climax. If the KO result has not occurred before then, apply in the first combat action of the Epilog.
Any Ten: Add one to the overall rank of half a D8 first generated Mission Inconsequence Encounters.
Any Nine: From the start of encounters, the character suffers repeated loss of his purse, hat, boots, sword, sobriety, hale vigor, etc. Mix and match, but he obviously has a party prankster persecuting him.
Any Eight: First time any player succeeds in a Q&D result, which obtains a Secondary Objective, Advancing State, Restoring Morale, Rout or Raid the result is ignored. This penalty applies only during encounters.
Any Seven: Lose all remaining make-rolls at the beginning of the Climax Challenges.
Any Six: Any wound the character receives will fester and result in death. You may wish to play an alternate this adventure or be ready to call in friendly favors to negate any wound that results.
Any Five: Suffer anti-AID (minus four) result at the start of one Q&D. Ref decides which one, and may roll D8 for rough idea of timing; higher roll the further along the mission. But never apply disadvantage in climax. If the penalty result has not occurred before then, apply in the first Q&D action of the Epilog.
Any Four: No good traits may be added to a ship or company this adventure.
Any Three: Lose temporarily a Skill (choice) for entire adventure.
Any Two: Cause a bane trait on a ship or company at the start of an adventure.
Any Ace: Suffer Knave result at the start of one Q&D. Ref decides which one, and may roll D8 for rough idea of timing; higher roll the further along the mission. But never apply disadvantage in climax. If the negative result has not occurred before then, apply in the first Q&D action of the Epilog.
Majors: Apply like Encounters per Book Two.

Of course, if you don’t have any lasting enemies, none of this will apply.


Yours,

   red



Message Replies:
I'm thinking it would help if we bent the two alt rule -- Third Man Conrad (posted: 4/15/2018) 
Racing Who? -- red (posted: 4/16/2018) 
We could also... -- Triple M (posted: 4/17/2018) 
No Quarter -- red (posted: 4/18/2018) 
Death is not the Issue ... -- Ignoble Conrad (posted: 4/18/2018) 
Yes, but have you tried Longbowman? -- red (posted: 4/18/2018) 
I think I was a LongBowMan!!!! -- Cutlass Conrad (posted: 4/19/2018) 
 
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