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Q&D High Seas Counterattack


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Assault Wave King: The enemy is face to face, and fist to face, a contest of titans. Success and break morale of the enemy assault; continue with the remainder of the boarding action. Regardless, player gains a plus one dice advantage going forward in all Boarding events. Difficulty: 8 Advantage: Pugilist
Assault Wave Queen: Just enough space to put on a dangerous show w/ your rapier. Success and ignore all future Banes; player treats all events as regular not inverted. Difficulty: 10 Advantage: Fencer
Assault Wave Knight: Most documents are simply tactical orders written on paper. But your predawn commands are read, admired and digested on account of their emblems, wax seals and margin flourishes. Success and break morale of the enemy assault; continue with the remainder of the boarding action. Difficulty: 9 Advantage: Forger
Assault Wave Knave: A quick study of the enemy’s position, reveals chokepoints in his advance. Fail and retreat to an inconsequential position; you will not influence the action, until the assault ends. Regardless, Difficulties of all events throughout Boarding increase by one. Difficulty: 7 Advantage: Architect-Shipwright
Assault Wave Ten: Withdraw to lead a gang, through a disguised route, to hit the enemy by surprise. Success and break morale of the enemy assault; continue with the remainder of the boarding action. But, failure causes a vicious wound. Difficulty: 10 Advantage: Better Valor*
Assault Wave Nine: Up to the masts you go, then come crashing down on an enemy master. Success and break morale of the enemy assault; continue with the remainder of the boarding action. But, failure causes a vicious wound to the lowest level player character in the battle. If player is not skilled as a Sailor, Difficulty increases by seven. Difficulty: 9 Advantage: Dashing
Assault Wave Eight: Break open the throng, as you leap and twirl your cutlass, a dance to produce a sharpshooter’s gap between you and your enemy. Success and the Difficulties of all Assault events reduce by two. Player may instead on success wake a fallen comrade, though any wound remains. Difficulty: 8 Advantage: Charismatic Style*
Assault Wave Seven: Bust some bloody skulls on these interlopers, before the deck becomes too crowded to reload. Success and the Difficulties of all Assault events reduce by two. But fail and knocked unconscious. Difficulty: 8 Advantage: Brawler
Assault Wave Six: Exchange dueling attacks with an enemy master leading the assault; draw a Bane, then your method to defeat him and in doing so his forces. If the player character has swaggering Heroic Swordplay, conduct his action before the enemy Bane.
Assault Wave Five: Faconettes to the ready, aim down and into at the enemy hatches. Success and break morale of the enemy assault; continue with the remainder of the boarding action. But, fail and knocked unconscious. Difficulty: 9 Advantage: Gunner-Gunsmith
Assault Wave Four: By survey of the quality and arms of the newly entered rogues, delay to exploit an Achilles' heel. Success and break morale of the enemy assault; continue with the remainder of the boarding action. But, fail and lowest level player character is knocked unconscious. Difficulty: 13 Advantage: Spy
Assault Wave Three: Chock out the villains w/ stinking, smoking ignited bundles of oilcloth wrapped offal. Success and break morale of the enemy assault; continue with the remainder of the boarding action. But, fail and highest level player character is knocked unconscious. Difficulty: 7 Advantage: Apothecary
Assault Wave Two: Twist and discover a grenadier leading the deck reinforcements has been guarding your hip and he yours. Success and break morale of the enemy assault; continue with the remainder of the boarding action. But, fail and everyone is knocked unconscious. Play may continue w/ Digressions. Difficulty: 4 Advantage: Uncontested Dagger Thrust*
Assault Wave Ace: Step up on a box and direct your men to secure the lower hatches. Success and break morale of the enemy assault; continue with the remainder of the boarding action. Regardless, going forward the player automatically succeeds at any Bane he generates. Difficulty: 7 Advantage: Lordly

Bane Assault Wave King: Rescue a companion you believe is about to be swallowed up in the deck fray. Fail and the highest level player character must retreat to an inconsequential position; he will not influence the action, until the assault ends. Regardless, all Assault Difficulties increase by one. Difficulty: 7 Advantage: Heroic Swordplay*
Bane Assault Wave Queen: Stand tall in a swinging jollyboat, inspiring the marines to fall back into some semblance for volley fire. Fail and the lowest level player character must retreat to an inconsequential position; he will not influence the action, until the assault ends. Difficulty: 9 Advantage: Equestrian
Bane Assault Wave Knight: Held firmly on the upper body, extricate yourself from your own soldiers’ grasps as they try to protect you from the mob. Fail and retreat to an inconsequential position; you will not influence the action, until the assault ends. Regardless, total rounds of battle increase by one. Difficulty: 9 Advantage: Effective Spurning*
Bane Assault Wave Knave: Shout encouragement to the many soldiers, who have retreated to first positions, back on your own vessel. Fail and condition returns to Cross Ships. If already there, the players are forced to defend themselves by Repulsing. If repulsing, their own ship has been overrun and captured. At the most desperate of conditions, a fail here could force everyone to accept Digressions. Difficulty: 12 Advantage: Lordly
Bane Assault Wave Ten: Dispatch a grappler, who keeps you from raising your arm to direct the immediate action. Fail and the Difficulty of all Assault events increases by one. Difficulty: 11 Advantage: Hilt Punch*
Bane Assault Wave Nine: Disrupt the aim of a musketeer; at least he isn’t aiming at your backside. Fail and the highest level player character is knocked unconscious. Difficulty: 6 Advantage: Gesticulate Garment*
Bane Assault Wave Eight: There’s no clear line of sight for you to attack, so fire blind. Fail and lowest level player character loses any swaggering. If he has none, he suffers a vicious. Difficulty: 7 Advantage: Longbowman
Bane Assault Wave Seven: Gaze across the crowded deck, what incredible waste of men and material; at least you’ve planned for pitched fights like these. Fail and the Difficulty of all boarding events, anywhere, increases by one. Difficulty: 11 Advantage: Accountant-Bookkeeper
Bane Assault Wave Six: Confronted by a gentleman of some skill, and perhaps a man worth some coin to his family. Fail and lose any swaggering; if the player has none, he falls w/ a vicious wound. Regardless, the Difficulty of all boarding events, anywhere, increases by one. Difficulty: 8 Advantage: Disarming Blows*
Bane Assault Wave Five: Suffer attack by an enemy master leading the assault; draw a Dueling Bane. You do not get a chance to strike back here. If the player is a skilled Briber, he may sacrifice his purse of coins (for now) and stop his potential death.
Bane Assault Wave Four: Identify a defensive obstruction and use it for safety, until your turn arrives to step into the morass. Fail and suffer vicious wound. Difficulty: 7 Advantage: Armorer
Bane Assault Wave Three: Offer an alternative of surrender or retreat to a desperate man holding a knife on a hostage. Fail and lowest level player character suffers a vicious wound. Difficulty: 7 Advantage: Solicitor
Bane Assault Wave Two: Remind one of your companions of your personal experiences, of how to perform in these manly bon vivant. Fail and lowest level player character is knocked unconscious. Difficulty: 11 Advantage: Cunning
Bane Assault Wave Ace: Hopefully you are wrong, when you strategize and determine that you’re surrounded and the situation is utterly hopeless. Fail and everyone is knocked unconscious. Play may continue w/ Digressions. Difficulty: 5 Advantage: Spy

Carnage Below King: Constricted space means your attacks have to become tempered or creative. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. Difficulty: 11 Advantage: Irregular Swordstrokes*
Carnage Below Queen: Combatants who seldom see the stars nor breath fresh air, might enjoy a persuasive reminder of the good life, away from impressments and the dank below decks. Success and ignore all future Banes; player treats all events as regular not inverted. Difficulty: 12 Advantage: Briber
Carnage Below Knight: Could the enemy have blundered so, retreating into a cabin-garret that is easily secured as a cage? Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. Difficulty: 11 Advantage: Tinker
Carnage Below Knave: Overcome a feeling of pending disaster. Fail roll and skulk out of the battle. If player returns later to the action, his rolls are made at minus three. Difficulty: 13 Advantage: Lordly
Carnage Below Ten: Grab a master’s set of keys, opening locked paths to maneuver, and releasing chains preventing a shift of cannons or cargo. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. But, fail and fall w/ a vicious wound. Difficulty: 10 Advantage: Pickpocket
Carnage Below Nine: Plenty of board feet, piled about, to be used for ill purposes. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. But, fail and lowest level player character falls w/ a vicious wound. Difficulty: 9 Advantage: Tradesman
Carnage Below Eight: Overcome struggle in the space to truly stand, swing a long sword or reload a musket. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. But, fail and the highest level player character falls w/ a vicious wound. Difficulty: 6 Advantage: Oriental Pummeling*
Carnage Below Seven: Rally the impressed men, slaves and captured prisoners to your cause. Success and gain any swaggering. Regardless, the Difficulty of all rolls going forward in this Carnage are reduced by one. Difficulty: 9 Advantage: Rabblerouser
Carnage Below Six: Grimace and bellow, a fierce troll raging in the reduced light. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. But, fail and knocked unconscious. Difficulty: 12 Advantage: Stout
Carnage Below Five: Sophists will later argue that all the laws of physics were violated when you made that shot from stem to stern, through the numerous bulkheads, into the head of a rival master. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. But, fail and highest level player character is knocked unconscious. Difficulty: 11 Advantage: Pistoleer
Carnage Below Four: Start telling jokes, ones whose blunt punch lines emphasize the enemy’s futility to continue warfare in such quarters. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. But, fail and lowest level player character is knocked unconscious. Difficulty: 10 Advantage: Repartee*
Carnage Below Three: From afar, pin a master of soldier’s hand to the hull with a flung blade; see how he directs and points out victims after that. Success and reduce allied rounds of battle by one; player may instead claim a plus one dice advantage going forward. Difficulty: 12 Advantage: Crossbowman
Carnage Below Two: Assess the quality of the enemy vessel, victuals, cleanliness, discipline, etc., to determine how much stomach they have left for a long fight. Better pace yourself if they prove to live in elite conditions. Success and reduce allied rounds of battle by one; player may instead claim a plus one dice advantage going forward. Difficulty: 11 Advantage: Merchant
Carnage Below Ace: Challenge the enemy master of guns to spar like the glorious gladiators of yore. Success and break morale of the enemy (on this deck); continue as required with the next deck or into Mop-up. Difficulty: 8 Advantage: Fencer

Bane Carnage Below King: Experience is a great teacher of tactics, if you survive. Perhaps tis better to be cagey from the get-go. Difficulty: 6 Advantage: Cunning
Bane Carnage Below Queen: Extinguish the torch of a saboteur en route to the powder magazine. Avoid critical damage to the ship, possibly producing a half D8 Bad Ship Traits or outright preventing the vessel from being salvaged as a prize, even in tow. Difficulty: 6 Advantage: Chiasmic Actions*
Bane Carnage Below Knight: Cut yourself out from under a tangle of tug lines and sailcloth, cast down or spilling from the rigging above. Fail and knocked unconscious. Difficulty: 6 Advantage: Tinker
Bane Carnage Below Knave: Avoid being captured by contorting your way through a breach in an inner corridor bulkhead. Failed roll means the player is in limbo. He had better hope his companions reach Mop-up, or he’s doomed to Digressions. Once the group achieves Mop-up, let the player roll again there on a Bane Knave event. Difficulty: 6 Advantage: Juggler-Acrobat
Bane Carnage Below Ten: Clear all enemy and hazards from a crawlspace between the decks or down in the ballast. Fail roll and the Difficulty of all events in carnage is raised by one. Difficulty: 7 Advantage: Prospector-Sapper
Bane Carnage Below Nine: Secure the hatches up to your reserves on the main deck. Fail roll and the Difficulty of all events in carnage is raised by one. Difficulty: 7 Advantage: Man-at-Arms
Bane Carnage Below Eight: Quell the mischief of prisoners and even your own grumblers. They’ll be plenty of time to follow to loot or issue demands. Fail roll and all your dice rolls are at minus two. Difficulty: 6 Advantage: Pugilist
Bane Carnage Below Seven: Prevent a conk to the noggin about to be made on the skull of a friend. Fail roll and all the dice rolls of the highest level player character are at minus two. Difficulty: 6 Advantage: Daring Pistol Fire*
Bane Carnage Below Six: Come to the rescue of a man who foolishly advanced out of turn, disrupting the calculated order. Fail and lowest level player character suffers a vicious wound. Difficulty: 5 Advantage: Dashing
Bane Carnage Below Five: Hear and recognize the sound of a fuse burning down to an explosive. Fail and knocked unconscious. Difficulty: 5 Advantage: Gunner-Gunsmith
Bane Carnage Below Four: Use your arm and shoulder to deflect a blow, pathetic weaklings, intended to strike another. Fail and highest level player character is knocked unconscious. Difficulty: 8 Advantage: Brawler
Bane Carnage Below Three: Demoralize a detachment of the enemy, who’ve hunker cowardly in a fortified a section of the ship, through banter and an ostentatious flourish of your blade. Fail and one full round of events for all players become Banes. A player w/ Repartee may elect to skip this roll, so that only he suffers the Bane. Difficulty: 13 Advantage: Flamboyant Moves*
Bane Carnage Below Two: Straw in mouth, submerge in a flooded deck section to avoid detection. Avoid loss of swaggering. If player has no swaggering techniques, a failed roll results in vicious wound. Regardless, the enemy ship, if salvaged as a prize, will be at minimum trait Damaged (III). Difficulty: 10 Advantage: Swimmer
Bane Carnage Below Ace: Stop that infernal boson from his caterwaul by snatching away the whistle he uses to issue commands to the defenders. Fail roll and the Difficulty of all events in boarding is raised by one. Difficulty: 7 Advantage: Seize Swordarm*

Mop-up King: Certainly we must be civil; there’s more than enough charms to go around. Success and gain any swaggering. Regardless, the remaining enemy surrender; determine aftermath casualties. Difficulty: 7 Advantage: Briber
Mop-up Queen: Calm the enemy injured and supplicant, assuring them (for now) that surrender leads to salvation and liberation. Success and ignore all future Banes; player treats all events as regular not inverted. Against exotic opponents, i.e. other than Olde World, raise the Difficulty by seven. A player character having learned through level advancement at least a single infidel, oriental or new world language may ignore this penalty, but only against the corresponding group. Simplistic perhaps, but apply the pyrate’s luck-hunch for this small affair; you don’t need poetry to be magnanimous. Difficulty: 7 Advantage: Interpreter
Mop-up Knight: Select one vanquished victim and brutalize this man within an inch of his life. Make your prisoner plead for mercy, loud. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. Difficulty: 10 Advantage: Effective Spurning*
Mop-up Knave: During the sleepless hours of the evening, long before these affairs, you’ve stared at the ceiling and pondered what makes a man acquiesce and abandon all remaining hope. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. But fail and enemy rallies to further carnage. Difficulty: 6 Advantage: Cunning
Mop-up Ten: Sometimes there is a point where bemused fun and games are required to calm hostilities. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. Difficulty: 8 Advantage: Juggler-Acrobat
Mop-up Nine: Consult the ship’s manifest. Call out each enemy’s name, then ask politely for surrender. The enemy must stomach the count of his dearly departed. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. But fail and enemy rallies to further carnage. If enemy uses an exotic alphabet, Difficulty increases by three as you twist the arm of a hostage translator. Difficulty: 9 Advantage: Literacy
Mop-up Eight: Pretend to parley, but then gut the last remaining stalwart officer. They should have surrendered, when they first sighted your flag. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. But fail and suffer vicious. Difficulty: 8 Advantage: Feigns*
Mop-up Seven: Glower and posture behind the representatives at the final negotiation of terms. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. But fail and lowest level player character suffers vicious. Difficulty: 9 Advantage: Stout
Mop-up Six: Enough talk, shoot the enemy hold-outs as they wheedle over the armistice codicils. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. But fail and knocked unconscious (perhaps even by your ally trying to end this). Difficulty: 10 Advantage: Pistoleer
Mop-up Five: Check on the condition of horses and livestock to determine how many more crewmen your ship can absorb. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. But fail and highest level player character is knocked unconscious (accident with a horse maybe). Difficulty: 6 Advantage: Gentry-Husbandman
Mop-up Four: Give your companions time to maneuver up, down, across, and through to get the drop on the remaining holdouts via the outside gallery and gun ports. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. But fail and lowest level player character is knocked unconscious. Difficulty: 6 Advantage: Attract Fire*
Mop-up Three: In each man’s heart, all he desires is a strong leader; remind them who’s the victor. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. Difficulty: 5 Advantage: Slaver
Mop-up Two: Leave the rats to stew, and start to put the enemy vessel under sail or under tow. Some seasickness from surf crash ought to put things in perspective. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. Difficulty: 8 Advantage: Captain-Ship's Pilot
Mop-up Ace: A rousing speech will convince everyone to unite against all flags. Success and break morale of the enemy; the remaining men surrender; determine aftermath casualties. Difficulty: 4 Advantage: Rabblerouser

Bane Mop-up King: The enemy is often most dangerous right before their last gasp of freedom. Fail and one full round of events for all players become Banes. Yet after that the battle ends. Regardless, going forward treat Bane Kings and Knights as Queens. Difficulty: 5 Advantage: Oriental Pummeling*
Bane Mop-up Queen: Surprised by a foe more intent on robbery than murder. Fail and suffer vicious wound. Difficulty: 8 Advantage: Goldsmith
Bane Mop-up Knight: Track down an obstinate scalawag from his trail of blood drops. Fail and one full round of events for all players become Banes. Yet after that the battle ends. Regardless, going forward treat Bane Kings and Knights as Queens. Difficulty: 8 Advantage: Hunter
Bane Mop-up Knave: Avoid being captured and used as a bargaining chip. This could be bad in the closed confines. Your companions might refuse and hope you only suffer a single vicious. Or else, Ref should allow other negotiations, such as honors of war for safe passage, inclusion in a combined crew, or payment w/ safe conduct to shore. Regardless, this event ends any further action. Difficulty: 10 Advantage: Man-at-Arms
Bane Mop-up Ten: Charged by a madman who refuses to lay down his arms. Fail and suffer a vicious wound. Difficulty: 8 Advantage: Tenacious Pistol Fire*
Bane Mop-up Nine: Sprint to keep someone from activating a crude explosive trap. Fail and lowest level player character suffers vicious wound. If player has Gunner-Gunsmith decrease Difficulty by two. Difficulty: 8 Advantage: Dashing
Bane Mop-up Eight: Help a cornered friend by firing through a shut door. Fail and highest level player character is knocked unconscious. Difficulty: 7 Advantage: Crossbowman
Bane Mop-up Seven: The opponent you’re facing is willing to settle grievances in a nonviolent manner. Fail and knocked unconscious. If player is skilled as a Sailor, Difficulty decreases by three. Difficulty: 10 Advantage: Cards-Dice
Bane Mop-up Six: Grabbed on all sides by the enemy. You are spared, because these guys think you are an important master, even a priest; they offer confession and ask for sanctuary protection. Fail and knocked unconscious. If player is skilled as a Navigator, Difficulty decreases by two. Difficulty: 8 Advantage: Inquisitionist
Bane Mop-up Five: The cramped conditions render moot all standard exchanges of combat. Avoid loss of swaggering. If player has no swaggering techniques, a failed roll results in vicious wound. Difficulty: 9 Advantage: Wrestling Holds*
Bane Mop-up Four: Perform a thorough inspection, ensuring there’s no stowaways. Avoid enemy rally and return to Carnage. Difficulty: 9 Advantage: Captain-Ship's Pilot
Bane Mop-up Three: Bellow your battle cry of triumph. Avoid enemy rally and return to Carnage. Difficulty: 11 Advantage: Stout
Bane Mop-up Two: Find the last fiends, but where are your companions? Make yourself appear to be many, until reinforced. Avoid enemy rally and return to Carnage. Difficulty: 11 Advantage: Automatic Reload*
Bane Mop-up Ace: Tend to the wounded and show your good faith to your fellow man. Fail and knocked unconscious. Regardless, for the remainder of battle everyone ignores Banes. Difficulty: 9 Advantage: Physician

Counterattack – Major Tarot
Counterattack Magician: Until the deck reshuffles, the player treats Kings, Queens and Knights as Knaves.
Counterattack High Priestess: Any and all unconscious or wounded characters recover their wits and return to combat. Inspired, all dice rolls of all the players are made at plus one. However, any wounds received are not healed; this frenzy may actually cost lives (upon next vicious).
Counterattack Empress: Until the deck reshuffles, player ignores the result of all Major Tarot picked. Previously selected Major Tarot remain in effect. Inverted, also the players may not use make-rolls.
Counterattack Emperor: Selecting player gains a loyal servant. Name this man. He has little practical advantage, except one great service. The man may be sacrificed at any time to nullify a vicious wound the player receives. Inverted, the follower and his gift only lasts for the remainder of this battle. “Poor Yorick, I knew him well.”
Counterattack Pope: The men are embolden by a divine sign or a prayer shouted through the ranks; a grace, everyone gains plus one to dice. Inverted, the enemy is the one so inspired, so all Difficulties increase by two.
Counterattack Lovers: Until the deck reshuffles, selecting player picks two cards and chooses one of the pair to use. Major Tarot apply as usual and do not count as one of the two events from which the player may choose.
Counterattack Chariot: If any player uses a make-roll during this boarding action, all players who have make-rolls will also expend one. Any player without make-rolls or having used all his make-rolls is ignored. Inverted, the players may use any and all make-rolls under this collective penalty, disregarding the game’s restriction of one make-roll per encounter.
Counterattack Justice: All events of Assault, Carnage and Mop-up, now alternate between Bane and not bane (inverted and regular), regardless of card position or inversion.
Counterattack Hermit: Discover a clue to the mission. At minimum, the encounter phase advances toward the climax.
Counterattack Wheel of Fortune: Shuffle and continue.
Counterattack Force: Selecting player is now the character who must make all rolls, except for Banes. Regardless of whose turn, going forward, this player must use his skills and advantages to obtain the positive result. The only way another player retains his action is by expending a make-roll. This only effects Assault, Carnage and Mop-up, and expires should the deck reshuffle or the player suffer harm and fall in battle.
Counterattack Hanged Man: Weather turns most foul. Any character that lacks the skill Sailor suffers a minus three dice penalty during all boarding action while the surf is rough. Inverted, this penalty only applies to Carnage actions below deck.
Counterattack Death: Battle is horrific as both sides refuse to yield. The aftermath casualties will be maximum, usually catastrophic, no matter what else occurs.
Counterattack Temperance: For the remainder of the battle, in all aspects of boarding, the advantages of each player may only be used once as a collective group. This restriction applies to any Advantage, whether that be trait, skill, swaggering or special conditions. Keep track of what’s been used. If something appears again, no three dice Advantage is gained. But such restrictions only result when a previous player received and applied the event’s Advantage.
Counterattack Devil: Selecting player has lost his hat, belt buckle, purse of coins, heel of his boot. Else, his pistol lost its flint or his cutlass has broken at the hilt. Player’s choice to receive a minus two penalty for the rest of this boarding Q&D or a minus one penalty in all play thereafter in this adventure. Inverted, in addition to this nasty choice, if the player ever misses a roll anywhere this adventure by more than ten, his character is struck w/ vicious injury and further maimed. e.g. Difficulty of thirteen on a roll of two. When making bonus multiple attempts for level, only the best roll of course is considered, not the worst. But the wound may even be suffered, going forward, in task resolution outside of combat. Should the cursed character ever drop from the adventure, he leaves wounded and must recover in Administer’s Affairs.
Counterattack Tower of Destruction: Hold is filling w/ fire, smoke and water. Switch to Repulsing, before this becomes every man for himself. If the only ship in this Q&D is the player’s, some fine display of skill is needed to abate disaster. But maybe the shared danger will push aside any grievances between enemies.
Counterattack Star: Cancel the effect of all Major Tarot that influence play. To clarify, this card also cancels Force and Judgment events.
Counterattack Moon: Player’s ship has been separated. The battle will continue, but now the players have no retreat. They must defeat the enemy above and below, or by the time their own vessel returns, their fate may depend on some other timely interruption. (Use Death of Character Digression, perhaps, upon the capture of all.) If the only vessel involved is the players, the battle is lost; continue with duels of the usurper or Digressions at trials at sea.
Counterattack Sun: The current combat ends. But, only in Mop-up would the entire battle conclude. This is a small victory for Assault or a deck of Carnage; there still may be more fight in the enemy.
Counterattack Judgment: Selecting player is now the character who suffers all Banes generated by Assault, Carnage or Mop-up. Regardless of whose turn, going forward, this player must use his skills and advantages and survive the bad result. This card combines with Force to make the player the focus for all action. This lasts until he is rendered helpless, the deck shuffles or the battle concludes.
Counterattack World: Fluke explosion. All players roll Tasking to avoid vicious wound. After that, the battle is over. The remaining enemy surrender, and their ship is floundering, soon to sink. If this result occurred during mutiny or Repulsing, players might continue Adrift at Sea or prisoners of the enemy that boarded them.
Counterattack Fool: Action below deck was a trap. Increase Difficulties of all assault and Carnage rolls by a half D8. Each player should roll his own penalty to apply.


Yours,

   red



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Another year of this... -- Mike Myke Mique (posted: 4/25/2018) 
 
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