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Q&D Infiltrate Behind Enemy Lines


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Q&D Infiltrate Behind Enemy Lines
Infiltrate King: Halt, come about and blast your way back through the pursuing enemy. Success for freedom to continue on your own terms. If situation includes Pitched Melee, Difficulty raises by four. Difficulty: 11 Advantage: Trait Dashing
Infiltrate Queen: Take an officer hostage and make the man vouch for you. Success for Freedom to continue on your own terms. If situation includes Town Riot or Camp Followers, Difficulty raises by seven. Difficulty: 10 Advantage: Uncontested Dagger Thrust*
Infiltrate Knight: Don the uniform, hoist the colors, pin the field ribbons and sing the ditties of the enemy. Success for freedom to continue on your own terms. Difficulty: 11 Advantage: Trait Cunning
Infiltrate Knave: Recognize the enemy waits in ambush. Fail and fall w/ vicious. If situation includes Sharpshooters, Difficulty raises by seven. Difficulty: 8 Advantage: Hunter
Infiltrate Ten: Scramble along a defensible position, to higher ground or on a switchback. Success for freedom to continue on your own terms. If situation includes Skirmishers, Difficulty raises by three. Difficulty: 10 Advantage: Juggler-Acrobat
Infiltrate Nine: Take advantage, when those who chase, are drawn into other elements of the fight. Success for freedom to continue on your own terms. If situation includes Emplacements or Redoubts, Difficulty raises by six. Difficulty: 9 Advantage: Brawler
Infiltrate Eight: Capitalize on a hedgerow, ditch, rocky bluff, natural revetment, etc. Success for freedom to continue on your own terms. Difficulty: 9 Advantage: Charismatic Style*
Infiltrate Seven: Pay a mercenary into offering cover fire for your evasion. Success for freedom to continue on your own terms. If situation includes Foragers, Difficulty raises by five. Difficulty: 9 Advantage: Briber
Infiltrate Six: Hide and do it well. Success for freedom to continue on your own terms, but fail and dumped back into main battle. If situation includes Scouts, Difficulty raises by two. Player may reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 12 Advantage: Spy
Infiltrate Five: Do you dare take a breather and rest; the enemy seems no where in sight or determined himself to have respite. Success for freedom to continue on your own terms, but fail and dumped back into main battle. Player may reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 11 Advantage: Trait Stout
Infiltrate Four: Spur your mount or lash your own backside to incentive. Success for freedom to continue on your own terms, but fail and dumped back into main battle. If situation includes Sappers and Trenchworks, Difficulty raises by four. Player may reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 12 Advantage: Equestrian
Infiltrate Three: Linger too long before leaving an area, which seems to exist as a lull in the battle. Success for freedom to continue on your own terms, but fail and knocked out and captured (in need of rescue). If situation includes Aftermath of Maneuvers, Difficulty raises by seven. Player may reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 10 Advantage: Trait Lordly
Infiltrate Two: Recall the topographic maps you studied beforehand. Success for Freedom to continue on your own terms, but fail roll and knocked unconscious and captured (in need of rescue). Regardless, all Difficulties going forward are increased by one. Difficulty: 13 Advantage: Navigator
Infiltrate Ace: Garner some timely information from enemy boasts. Success for Freedom to continue on your own terms. If situation includes Reserves, Difficulty raises by seven. Regardless, gain swaggering Repartee*. Difficulty: 6 Advantage: Speak Dialect
Majors: Treat as Major Battle Impact

Major Tarot Battle Impact
Battle Impact Magician: Increase Difficulties of all rolls by one, unless all players voluntarily lose a character Trait for the remainder of the action.
Battle Impact High Priestess: Increase Difficulties of all rolls by one, unless all players voluntarily lose a character skill for the remainder of the action.
Battle Impact Empress: Ignore the effects of all major tarot going forward, until deck reshuffles.
Battle Impact Emperor: Each player may use a make-roll for his next action; this special opportunity does not count toward the restriction of only one make-roll per battle.
Battle Impact Pope: Guided by nonpartisan priests; all players gain plus one to rolls.
Battle Impact Lovers: Rescue anyone presently captured. If more than one, the player must choose.
Battle Impact Chariot: Gain a loyal henchman. Give the man a name, and one day use this NPC to suffer an ill fate meant for you. He may even be swapped into Digression.
Battle Impact Justice: Each player has a D8 times one hundred Db bounty placed on his head. Roll Tasking w/ Spy Advantage (x3 dice) to be incognito and have your name spelled wrong on the warrant.
Battle Impact Hermit: Everyone starts arguing over the situation, revives past feuds, follows distraction, loots, and generally forgets the danger of the predicament. All Difficulties increase by one.
Battle Impact Wheel: Shuffle and continue.
Battle Impact Force: One captive is treated severely and suffers a vicious. If no volunteers, the victim is decided by lowest total of 2D8 plus character level from among the hostages.
Battle Impact Hanged Man: Here tell that the enemy is torturing captures. Faintly hear the screams of Godly men, some branded with hot pokers. The morale consequence causes either plus one benefit to dice for those w/ Cunning or Better Valor. Else, minus one to dice for those w/ Lordly or Heroic Swordplay. Such victims need not ever be player characters, but Ref decides.
Battle Impact Death: Battle lines shift. All players are placed back in the main battle royal.
Battle Impact Temperance: Night falls or fog envelops the region, a blessing for stealth. Add one to all player rolls.
Battle Impact Devil: All make-rolls for the remainder of this mission are lost.
Battle Impact Tower: Next player to fail a roll on any event suffers a vicious wound. He may continue w/ his walking injury, unless the failed event says otherwise.
Battle Impact Stars: Cancel all dice modifiers, positive or negative, presently in play.
Battle Impact Moon: 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 Q&D or a minus one penalty in all play thereafter in this adventure.
Battle Impact Sun: Selecting player may move out of his current location w/o further mishap or harm. However, he must do so into an unknown/unrevealed potion of the battlefield.
Battle Impact World: Confused and lost; each player returns to the starting point.
Battle Impact Judgment: The enemy reveals they are two factions cooperating or led by quarreling rivals. In a half D8 rounds, the players gain a plus four positive modifier to all rolls because of the enemy’s internal division.
Battle Impact Fool: Each player must roll Difficult or be placed back into the main battle.




Yours,

   red



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