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Q&D Squadron Sortie


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Q&D Squadron Sortie
This system generates results for large numbers of ships engaged at sea. The event rolls are widely distributed among several players commanding lines (arrays of ships). The goal is to defeat the enemy in one of three ways: Sink the opposing flagship, Crush the enemy to significant advantage in terms of firepower, or Obtain the Fluke Victory.
Historically, sea battles were rare. Not so in Cutlass. Yet the tactics were very rigid. Ships sailed in a line following the flagship. These sailed slowly past the other side’s line and fired either simultaneously on command or as guns came to bear. The goal was to come along and cross with soldiers. At Lepanto (1571 AD) over four hundred warships squared off. Fifty thousand men died and over two hundred ships were lost. Even the losses to the Spanish Armada trying to invade England were significantly lower.
By 1805, Nelson’s genius changed naval warfare by bisecting the lines. He had his ships split between vessels and obtained ranking fire from both sets of gun ports and on two separate enemy ships. A ranking shot gave a single gun the chance to damage every opposing sail. A single cannonball could start five fires in the masts. The tactic also exposed the enemy rudders and flat stern galleries to concussive blast.
Three victories: Sink, Crush or Fluke.
Sink requires the combined players to deliver damage to the enemy flagship, in essence destroy all the good traits and turn them bad. The enemy will start with up to eleven Good Traits. That would mean he would need to be damaged a total of twenty-two times on the event tables to obtain ultimate Sink victory.
Flagship damage results appear scattered throughout the table to the players and enemy. The enemy is assumed to be monolithic, while the players may each sustain flagship damage to their part of the flotilla (a small advantage). Any player aboard a sinking ship will head to Digressions, Adrift at Sea (#A). The is no way in the throes of battle to swing around and rescue someone while the guns are hot.
Crush requires some simple math. Start Firepower at Degree of Difficulty Nearly Impossible. Consult the following five tests and change this Degree accordingly:

* Side having largest flagship, in terms of deck, raises or lowers the Firepower advantage.
* Side with most galleons or galleass raises or lowers the Firepower advantage.
* Side with more vessels, count both warships and support, raises or lowers the Firepower advantage.
* Side with most companies of embedded soldiers-marines raises or lowers the Firepower advantage.
* Raise or lower by one for the side having the most swashbucklers.

Use the tally to set the Degree to see where the story starts. The starting Firepower Advantage never begins above Impossible or below Routine (automatic). The Referee may also fiat any degree of Firepower based on player or enemy ploy. A thousand starving damaged ships is hardly any advantage.
The event tables only generate opportunities where the roll is attempted by the Referee. Hence, not a make-roll situation. However, the result is rolled based on the player character level who obtained the result. Thus if a Swab gains a chance at Crushing victory, it may not be as certain if should, say, a Corsair do so.
Fluke victory (or loss) does appear, but not as a single flip of the cards. The Fluke will occur and set the stage for a limited opportunity or triggered event. There are three Flukes: Genius, Morale and Weather. The results will run either for or against the players. For instance the battle may proceed and Genius (opportunity) presents itself, but the spirit of the crews falters and the weather is nasty; God and his omens seem dire. That would mean the players could win through brilliance, but lose by lack of grit or fetid winds, a demonic presence haunts all. These situations could come and go as the tables will reflect.
The flukes are turned off and on. The best way to see that is to let the cards run as they may. If the players are heading into the battle hoping for a Fluke win, they might instead go to Digressions #R – see there if they roll lucky enough to escape and face the Rival in his lair. There is also ways to Fluke lose, of course.
All these events events have no Banes. Most of the Advantages are swaggering, so there is benefit to holding out at fleet expense. The results can be very daunting. Yet even a low level group can win, provided they also have the fleet to absorb repeated losses. Trying to avoid the math, the players will track their own decline in number of vessels.
If the Ref deems necessary, the enemy can also take ship loss and the initial Firepower Advantage might shift as one side loses support ships and companies of troops. But the tables will inflict harm solely on the players. Upon the win, the enemy armada goes poof. If the players lose, well, who cares how many of the heathen-infidel-marauders were felled in the struggle?

Ship Traits and Alternate Losses
I. Gun Shy substitute X. Corrupt
II. Plagued substitute VIII. Pestilent
III. Damaged substitute V. Disorderly
IV. Impressed substitute I. Gun Shy
V. Disorderly substitute II. Plagued
VI. Pyrate substitute III. Damaged
VII. Starving substitute IX. Cheated
VIII. Pestilent substitute VII. Starving
IX. Cheated substitute XI. Unruly
X. Corrupt substitute VI. Pyrate
XI. Unruly substitute IV. Impressed

Ship Traits, Reminder Good
I. Battle Ready
II. Seasoned Crew
III. Fit for Commerce
IV. Privateer
V. Obedient
VI. Royal Charter
VII. Abundant Stores
VIII. Orderly
IX. Prized Cargo
X. Article Vigilant
XI. Comradery

Ship Traits, Reminder Bad
I. Gun Shy
II. Plagued
III. Damaged
IV. Impressed
V. Disorderly
VI. Pyrate
VII. Starving
VIII. Pestilent
IX. Cheated
X. Corrupt
XI. Unruly


All players start in Cups (Maneuver). From there, the battle unfolds as it may.

Maneuver Favorable Winds (Cups)
Maneuver King Cups: Flaunt the riches in your possession, putting all to mouth watering greed. Success to gain playable Coup de des: anytime move to range Broadside. This opportunity may also be given to another player; however, the result is a swap of situations. e.g. He becomes Broadside; you replace him in perhaps Foul and Tack. If character lacks Sailor, Difficulty increases by four. Difficulty: 9 Advantage: Flagship Prized Cargo (IX)
Maneuver Queen Cups: Let’s get this back to basics, turning the decks into platforms for soldiers to exchange volleys of fire. Optional, success to take next action on Broadside, but fail and lose one squadron vessel. If none available, suffer flagship Trait loss. If character has Prospector-Sapper, Difficulty decreases by two. Difficulty: 9 Advantage: Better Valor*
Maneuver Knight Cups: Pretend sympathy for the adversaries to ferret out and command below anyone of less than utterly ruthless intent. Success to take next action on Broadside. If character has Inquisitionist, Difficulty decreases by two. Difficulty: 9 Advantage: Feigns*
Maneuver Knave Cups: Stop the quartermaster linstock from prematurely setting match to fuse on a signal cannon. Fail and forced to take next action on Foul & Tack. If character lacks Captain-Ship's Pilot, Difficulty increases by four. Difficulty: 9 Advantage: Disarming Blows*
Maneuver Ten Cups: Delight your servitors, as well as the enemy spyglass, with a pantomime of what you intend to do to the opposing general. Success to take next action on Boarding Party Away. If character lacks Trait Dashing, Difficulty increases by four. Difficulty: 10 Advantage: Irregular Swordstrokes*
Maneuver Nine Cups: Clear the wreckage; slice the knots on a shattered spar dragging off the starboard side. Fail and lose one squadron vessel. If none available, suffer flagship Trait loss. Regardless, take next action on Boarding Party Away. If character has Gentry-Husbandman, Difficulty decreases by two. Cause man knows how to chop a tree, perhaps? Difficulty: 14 Advantage: Uncontested Dagger Thrust*
Maneuver Eight Cups: Appeal to fraternal and familiar bonds, sparking a patriotic zeal. Fail and lose any Swaggering. If none, take a vicious. Regardless, take next action on Broadside. If character lacks Man-at-Arms, Difficulty increases by four. Difficulty: 11 Advantage: Flagship Royal Charter (VI)
Maneuver Seven Cups: Wave off the bell ringer and signal all to reduce sails; you sense a change in the breeze, an adjustment necessary to the hourglass flip, to keep the straggling forces in file. Fail and lose one squadron vessel. If none available, suffer flagship Trait loss. Regardless, any player stuck in Foul & Tack is freed and gains Maneuver. If character has Accountant-Bookkeeper, Difficulty decreases by two for better timepieces. Difficulty: 12 Advantage: Gesticulate Garment*
Maneuver Six Cups: Your communications compromised, develop a method of mirror flashes or fife trills to spread change orders overriding the latest plan. Fail and lose one squadron vessel. If none available, suffer flagship Trait loss. If character has Rabblerouser, Difficulty decreases by two. Difficulty: 11 Advantage: Trait Cunning
Maneuver Five Cups: Agree to disagree; proceed to your understanding of the plan, though not everyone is so nuanced. Optional, success to take next action on Boarding Party Away, but fail and lose one squadron vessel. If none available, suffer flagship Trait loss. If character lacks Solicitor, Difficulty increases by four. Difficulty: 12 Advantage: Flagship Fit for Commerce (III)
Maneuver Four Cups: Rocked and nearly capsized by an enemy lucky shot. Fail and lose one squadron vessel. If none available, suffer flagship Trait loss. Regardless, take next action on Foul & Tack. If character has Equestrian, Difficulty decreases by two. Difficulty: 9 Advantage: Flamboyant Moves*
Maneuver Three Cups: Some of the junior officers think your last command to run out a carriage, at this absurd range, was meant in jest. Success to take next action on Broadside. Fail and lose one squadron vessel. If none available, suffer flagship Trait loss. If character has Hunter, Difficulty decreases by two. Difficulty: 11 Advantage: Tenacious Pistol Fire*
Maneuver Two Cups: Skip the dance and run right through shifting winds; no dust on your carronades. Fail and lose one squadron vessel. If none available, suffer flagship Trait loss. Regardless, take next action on Broadside. If character lacks Gunner-Gunsmith, Difficulty increases by four. Difficulty: 9 Advantage: Flagship Privateer (IV)
Maneuver Ace Cups: Reckless showboat, signal your triumphal return from a zig-zag course that went right through the opposing formation. Success and inflict harm on enemy flagship, but fail and lose any Swaggering. If none, take a vicious. If character lacks Spy, Difficulty increases by four. Difficulty: 9 Advantage: Daring Pistol Fire*

Out Positioned Foul and Tack (Rods)
Foul & Tack King Rods: Wrest the sundered ship’s wheel and estimate the heading, adjusting for loose rudder chains. Success and freed; next actions on Maneuver. Regardless, lose one friendly warship. If none available, suffer two flagship Trait losses. If character has Captain-Ship's Pilot, Difficulty decreases by two. Difficulty: 10 Advantage: Wrestling Holds*
Foul & Tack Queen Rods: Work the men, focus their exhausted actions to the overwhelming tasks. Fail and fall with a vicious wound. If character has Slaver, Difficulty decreases by two. Difficulty: 8 Advantage: Attract Fire*
Foul & Tack Knight Rods: Launch the jollyboats and drag your flagship’s hull out of the bedeviled danger zone. Fail and lose squadron wide a half D8 companies of soldiers-marines or else suffer entire crew ship loss or as last resort cover injury upon Trait flagship. If character has Sailor, Difficulty decreases by two. Difficulty: 10 Advantage: Trait Lordly
Foul & Tack Knave Rods: Never a wrong time to settle an old score. Fail and fall with a vicious wound. Regardless, lose one friendly warship. If none available, suffer two flagship Trait losses. If character lacks Pugilist, Difficulty increases by four. Difficulty: 8 Advantage: Uncontested Dagger Thrust*
Foul & Tack Ten Rods: Join the hoist of tossing the clutter overboard. Success and take next actions on Broadside. If character lacks Trait Stout, Difficulty increases by four. Difficulty: 12 Advantage: Feigns*
Foul & Tack Nine Rods: Triage the wounded inside your own cabin. Fail and lose one friendly warship. If none available, suffer two flagship Trait losses. If character lacks Physician, Difficulty increases by four. Difficulty: 12 Advantage: Better Valor*
Foul & Tack Eight Rods: Employ your cutlass as a hammer, screwdriver, pry bar and saw, whatever is needed for the hasty reconstruction. Fail and lose any Swaggering. If none, take a vicious. If character lacks Tradesman, Difficulty increases by four. Difficulty: 11 Advantage: Irregular Swordstrokes*
Foul & Tack Seven Rods: Dive into the sea to salvage a dragging anchor or thread a broken rudder chain. You may be treading water for a good sum of time. Fail and lose one squadron vessel. If none available, suffer flagship Trait loss. If character lacks Swimmer, Difficulty increases by four. Difficulty: 11 Advantage: Effective Spurning*
Foul & Tack Six Rods: Nothing a slip-dash coat of tar won’t plug. Fail and fall with a vicious wound. Regardless, lose squadron wide a half D8 companies of soldiers-marines or else suffer entire crew ship loss or as last resort cover injury upon Trait flagship. If character lacks Tinker, Difficulty increases by four. Difficulty: 8 Advantage: Chiasmic Actions*
Foul & Tack Five Rods: Render harmless a misfired cannon, up-sided and pointing down on the hold. Success and freed; next actions on Maneuver. If character has Gunner-Gunsmith, Difficulty decreases by two. Difficulty: 10 Advantage: Disarming Blows*
Foul & Tack Four Rods: Ladle out the grog; reward the lads for the strict work and continued challenge ahead. Fail and lose own flagship Trait. Regardless, lose one squadron vessel. If none available, suffer flagship Trait loss. If character has Apothecary, Difficulty decreases by two. Difficulty: 9 Advantage: Flagship Obedient (V)
Foul & Tack Three Rods: Refuse any coward who shirks duties aloft to seek cover below; hardly the time to explain that there is no shelter in this storm of enemy grapeshot. Success and freed; next actions on Maneuver. Regardless, lose squadron wide a half D8 companies of soldiers-marines or else suffer entire crew ship loss or as last resort cover injury upon Trait flagship. If character has Man-at-Arms, Difficulty decreases by two. Difficulty: 12 Advantage: Hilt Punch*
Foul & Tack Two Rods: Direct the recovery labors in the crew’s own dialect or vernacular. Fail and lose own flagship Trait. Regardless, lose any Swaggering. If none, take a vicious. If character has Interpreter, Difficulty decreases by two. Difficulty: 10 Advantage: Flagship Seasoned Crew (II)
Foul & Tack Ace Rods: There’s a right way and a rushed way; whichever reparation sequence you undertake had better be both. Fail and lose own flagship Trait. If character has Architect-Shipwright, Difficulty decreases by two. Difficulty: 11 Advantage: Charismatic Style*

Range Broadsides (Coins)
Broadsides King Coins: Distribute a fresh set of arms, fore the others have worn dull in the proceeding clash. Even if that was days ago? Optional, success to take next action on Boarding Party Away. If character lacks Briber, Difficulty increases by four. Difficulty: 8 Advantage: Flagship Abundant Stores (VII)
Broadsides Queen Coins: Take down his pilot, before he gets away, the deft scoundrel. Fail and forced back to actions on Maneuver. Regardless, lose any Swaggering. If none, take a vicious. If character lacks Pistoleer, Difficulty increases by four. Difficulty: 8 Advantage: Automatic Reload*
Broadsides Knight Coins: Blackheart had his turn; summon replacements for the few but essential losses to your gun crews. Success to inflict enemy flagship Trait damage, but fail and forced back to actions on Maneuver. If character lacks Brawler, Difficulty increases by four. Difficulty: 9 Advantage: Heroic Swordplay*
Broadsides Knave Coins: Take down your doppelganger issuing panicked orders. Fail and fall with a vicious wound. If character lacks Fencer, Difficulty increases by four. Difficulty: 7 Advantage: Hilt Punch*
Broadsides Ten Coins: Certainly no time to negotiate over, quibble with or cajole a grumbler questioning the wording of orders. Optional, success to take next action on Boarding Party Away. Regardless, lose any Swaggering, but only if the player character has the skill Solicitor. A lawyer without swaggering shall have his tongue cut out. If character lacks Man-at-Arms, Difficulty increases by four. Difficulty: 9 Advantage: Gesticulate Garment*
Broadsides Nine Coins: Triple charge the cannons, add melted glass, or employ some other irregular and often untried tactic. Fail and lose any Swaggering. If none, your hand was blown off. Regardless, inflict enemy flagship Trait damage. If character lacks Trait Cunning, Difficulty increases by four. Difficulty: 9 Advantage: Effective Spurning*
Broadsides Eight Coins: The rascal slipped his bounds, but not before one last, rather pathetic, gunnery attempt. Fail and lose any Swaggering. If none, take a vicious. Regardless, forced to actions on Maneuver. If character lacks Captain-Ship's Pilot, Difficulty increases by four. Difficulty: 8 Advantage: Trait Dashing
Broadsides Seven Coins: Turn about and be ready, both ship sides will gain a chance for barrage. Success to inflict enemy flagship Trait damage, but fail and forced to take next action on Foul & Tack. If character lacks Sailor, Difficulty increases by four. Difficulty: 9 Advantage: Flamboyant Moves*
Broadsides Six Coins: A sporting wager, offer a prize to the first gunner to snap an enemy mast. Fail and forced back to actions on Maneuver. Regardless, lose squadron wide a half D8 companies of soldiers-marines or else suffer entire crew ship loss or as last resort cover injury upon Trait flagship. If character has Cards-Dice, Difficulty decreases by two. Difficulty: 9 Advantage: Repartee*
Broadsides Five Coins: Run interference, you’ve seen your hull bounce larger ordinance than this enemy off-angle can muster. Fail and lose any Swaggering. If none, take a vicious. Regardless, any player stuck in Foul & Tack is freed and gains Maneuver. If character has Armorer-Smithy, Difficulty decreases by two. Difficulty: 8 Advantage: Chiasmic Actions*
Broadsides Four Coins: Lob a shell at extreme range from a tilted deck mortar. Fail and lose any Swaggering. If none, take a vicious. Regardless, forced to take next action on Foul & Tack. If character lacks Gunner-Gunsmith, Difficulty increases by four. Difficulty: 8 Advantage: Tenacious Pistol Fire*
Broadsides Three Coins: Quell the frenzy; keep the crews from blasting at too close a range, avoid the risk of damage from blow-back. Fail and lose any Swaggering. If none, take a vicious. Regardless, take next action on Boarding Party Away. If character lacks Rabblerouser, Difficulty increases by four. Difficulty: 8 Advantage: Flagship Orderly (VIII)
Broadsides Two Coins: The lowest gun crew is ankle deep, awash in sea water. Order a list be kept for charges of dereliction to keep the men at their stations. Even as men volunteer, rather than drown, only the untrained and expendable should work the pumps below. Fail and forced to take next action on Foul & Tack. Regardless, lose a flagship Trait. If character has Forger, Difficulty decreases by two. Difficulty: 9 Advantage: Oriental Pummeling*
Broadsides Ace Coins: Grab the jingling purse from your quartermaster to judiciously award and incentivize each gunner’s aim. Success to inflict enemy flagship Trait damage. If character has Goldsmith, Difficulty decreases by two. Difficulty: 8 Advantage: Seize Swordarm*

Boarding Parties Away (Swords)
Away Boarding King Swords: Not one to stand by and watch, swing across and bloody your blade. Success and inflict harm on enemy flagship, but fail and lose any Swaggering. If none, take a vicious. If character lacks Juggler-Acrobat, Difficulty increases by four. Difficulty: 6 Advantage: Heroic Swordplay*
Away Boarding Queen Swords: Stand proud with your megaphone, barking command orders to the fray. Fail and forced to take next action on Foul & Tack. If character has Briber, Difficulty decreases by two. Difficulty: 7 Advantage: Nobility, Social Level 8+
Away Boarding Knight Swords: Bodily retrieve a subordinate who seems oblivious to your tactical orders. Success to gain playable Coup de des: anytime move to range Broadside. This opportunity may also be given to another player; however, the result is a swap of situations. e.g. He becomes Broadside; you go to Foul and Tack. If character has Brawler, Difficulty decreases by two. Difficulty: 7 Advantage: Flagship Battle Ready (I)
Away Boarding Knave Swords: Be Outlandish, this is after all Cutlass. Success to inflict enemy flagship Trait damage. Regardless, take next action on Broadside. If character has Crossbowman, Difficulty decreases by two. Difficulty: 7 Advantage: Oriental Pummeling*
Away Boarding Ten Swords: Sword in hand means death at your command. This is no time to play chess. Success and inflict harm on enemy flagship, but fail and fall with a vicious wound. If character has Fencer, Difficulty decreases by two. Difficulty: 7 Advantage: Charismatic Style*
Away Boarding Nine Swords: Bleed, smolder, reek, unfazed,…, contemplate your indifference to pain. Where else in the world stands anyone so devoid of pity? Success to inflict enemy flagship Trait damage. If character lacks Navigator (perspective and focus), Difficulty increases by four. Difficulty: 6 Advantage: Trait Stout
Away Boarding Eight Swords: No need to tarry; remind all of the benefits set aside for losing digits or eyeballs. Success to inflict enemy flagship Trait damage. Regardless, lose squadron wide a half D8 companies of soldiers-marines or else suffer entire crew ship loss or as last resort cover injury upon Trait flagship. If character lacks Literacy, Difficulty increases by nine. Difficulty: 6 Advantage: Flagship Article Vigilant (X)
Away Boarding Seven Swords: Halt the random swinging of a blinded henchman. Success and inflict harm on enemy flagship, but fail and lose one squadron vessel. If none available, suffer flagship Trait loss. If character has Pickpocket (to relieve the man of his additional deadly accoutrements), Difficulty decreases by two. Difficulty: 6 Advantage: Seize Swordarm*
Away Boarding Six Swords: Oust a particularly stubborn force of the elite enemy, using rockets and incendiaries. Success and inflict harm on enemy flagship, but fail and lose squadron wide a half D8 companies of soldiers-marines or else suffer entire crew ship loss or as last resort cover injury upon Trait flagship. If character has Longbowman, Difficulty decreases by two. Difficulty: 7 Advantage: Repartee*
Away Boarding Five Swords: Always be aware of your surroundings; that and be ready for more than one assailant’s act. Fail and fall with a vicious wound. Regardless, gain playable Coup de des: anytime move to range Broadside. This opportunity may also be given to another player; however, the result is a swap of situations. e.g. He becomes Broadside; you go to his position at say Foul and Tack. If character lacks Trait Lordly, Difficulty increases by four. Difficulty: 7 Advantage: Automatic Reload*
Away Boarding Four Swords: Let anyone just try to replicate your action of swinging the mast arm, while retaining one, two, indeed three deadly implements of war. Success and inflict harm on enemy flagship, but fail and lose one friendly warship. If none available, suffer two flagship Trait losses. If character lacks Sailor, Difficulty increases by four. Difficulty: 7 Advantage: Wrestling Holds*
Away Boarding Three Swords: Organize the men to boldly form ranks and fire. Success to inflict enemy flagship Trait damage. If character has Pistoleer, Difficulty decreases by two. Difficulty: 6 Advantage: Flagship Comradery (XI)
Away Boarding Two Swords: On your mark, synchronize your advance across the deck. Success and inflict harm on enemy flagship, but fail and lose own flagship Trait. If character lacks Man-at-Arms, Difficulty increases by nine. Difficulty: 6 Advantage: Attract Fire*
Away Boarding Ace Swords: Bring down a sniper, before his flintlock generates a notable setback. Success to gain Wild Card: anytime cancel the event card in play substituting the next unknown of the deck. This opportunity may also be given to another player; however, you become the person taking the turn. If character lacks Merchant (studious detail to ones own accoutrements), Difficulty increases by nine. Difficulty: 7 Advantage: Daring Pistol Fire*

Triumph & Flairs (Major Tarot)
Magician: Supplies of power run short. If enemy side has achieved any Fluke, failure on next event results in catastrophic loss of battle. If this event happens a second time after no result, the enemy gains all three Fluke advantages. Inverted, press the action, while supplies last. Substitute that all players are moved to Coins Broadsides table. Regardless, treat all future results of Maneuver (Cups) as Foul and Tack (Rods).
High Priestess: Enemy makes a serious mistake. Test the player Firepower Advantage for a chance at victory. Inverted, should the result be a fail, the lowest level player suffers a walking vicious; he remains in the battle at his peril. Of course, he might already be wounded and instead made the ultimate sacrifice for the cause (a double wound death).
Empress: Overall fleet commander has made a blunder, perhaps he was due. Who’s side by the way? If neither side has Fluke Genius, success on next event will gain that advantage. Inverted, Next event result changes the Fluke Genius; either success to turn off enemy opportunity or fail and lose own advantage. Neither side will win or lose, simply decide if that advantage remains in play.
Emperor: Confusion in the flags raised or the fleet semaphore has been slain. Test the player Firepower Advantage for a chance at victory. However, if the result is failed, the enemy gains Fluke advantage of Genius. Inverted, should the result be a fail, the lowest level player suffers a walking vicious; he remains in the battle at his peril, unless of course that was a double wound death. Next time stay arms length away from the pennant signal sprit.
Pope: Shortage of repair canvas among the fleet. Test the player Firepower Advantage for a chance at victory. However, if the result is failed, the enemy gains Fluke advantage of Weather. Inverted, should the result be a fail, the lowest level player suffers a walking vicious. He may fall overboard instead to avoid injury or death; as if Adrift at Sea (#A) is the better choice?
Lovers: Traitors exposed or mutiny suppressed in the ranks. Test the player Firepower Advantage for a chance at victory. However, if the result is failed, the enemy gains Fluke advantage of Morale. Inverted, should the result be a fail, the lowest level player suffers a walking vicious or second wound for death. Unless, he deserts the cause to avoid injury; he may need to double talk his way out of his confusion, cowardice or betrayal.
Chariot: Zephyrs. If your side has Fluke Weather, success on next event results in victory. Inverted, Players gain Fluke Weather. If previously an advantage, then a player may volunteer to suffer vicious to obtain victory.
Justice: Flagship strays course or lead wheelman was shot slain. Next card flip is taken as Rods Foul & Tack. Inverted, all players are moved to Rods Foul & Tack table.
Hermit: Battle formations veer into shoal, cross reef or stray close to shoreline. If neither side has Fluke Weather, success on next event will gain that advantage. Inverted, Next event result changes the Fluke Weather; either success to turn off enemy opportunity or fail and lose own advantage. Neither side will win or lose, simply decide if that advantage remains in play.
Wheel of Fortune: Reshuffle the deck and continue. All Flukes reset to normal; neither side has advantage over Genius, Morale or Weather.
Force: Goodness, this is a day of vomit and sweat. If your side has Fluke Morale, success on next event results in victory. Inverted, Players gain Fluke Morale. If previously an advantage, then a player may volunteer to suffer vicious to obtain victory.
Hanged Man: A break in formation as someone is out of position. If the next event results in failure, player makes a roll on the Death of Character Digression. Perhaps you’ll be saved by a timely interruption. Inverted, The next failure for anyone on these tables forces that someone to make a roll on Death of Character Digression. Everyone seems to be forgetting the plan.
Death: Mascot slain. Test the player Firepower Advantage for a chance at victory. However, if the result is failed, your advantage becomes one Degree harder. Regardless, should event repeat, shift the event to the next player or the next, until all players suffer this dreadful experience. And after that, maybe strike some traits (permanently). Inverted, If a failed result becomes or remains Impossible, the battle is lost or perhaps never should have been joined in the first place.
Temperance: Winds becalm, mist rises. If enemy side has Fluke Weather, failure on next event results in catastrophic loss of battle. Inverted, Enemy obtains Fluke Weather. If enemy has this advantage already, then a player must volunteer to suffer vicious or the battle is lost.
Devil: Insubordination! Where, who? If neither side has Fluke Morale, success on next event will gain that advantage. Inverted, The ship’s first mate was correct in hindsight, but did anyone listen to his advisements-warnings? Next event result changes the Fluke Morale; either success to turn off enemy opportunity or fail and lose own advantage. Neither side will win or lose, simply decide if that advantage remains in play.
Tower of Destruction: Summon support ships, redistribute resources and marines. Your Firepower Advantage becomes one Degree harder. Inverted, If that result becomes or remains Impossible, the battle is lost or perhaps never should have been joined in the first place.
Star: Night falls. If your side has Fluke Genius, success on next event results in victory. Inverted, Players gain Fluke Genius. If previously an advantage, then a player may volunteer to suffer vicious to obtain victory.
Moon: Confusion and smoke cloud arena. If enemy side has Fluke Morale, failure on next event results in catastrophic loss of battle. Inverted, Enemy obtains Fluke Morale. If enemy has this advantage already, then a player must volunteer to suffer vicious or the battle is lost.
Sun: Keen forward looking approach of the chess master. Test the player Firepower Advantage for a chance at victory. Regardless of success, the Degree hereafter drops one toward Routine (automatic). Inverted, If your side has any advantage Fluke, success on next event here results in victory.
Judgment: Good day to be sick with heat fever, safe in a bunk. Next card flip is taken as Swords Boarding Parties Away. Inverted, all players are moved to Swords Boarding Parties Away table.
World: Surf choppy, tides swell, demonic beast surfaces. If enemy side has Fluke Genius, failure on next event results in catastrophic loss of battle. Inverted, Enemy obtains Fluke Genius. If enemy has this advantage already, then a player must volunteer to suffer vicious or the battle is lost.
Fool: Chat, pipe in hand. Failure on the next result on these tables results in a vicious wound to selecting player character. Inverted, The next event failure on the tables by anyone results in a vicious wound to that player character. Everyone’s bemusement puts someone on a countdown to failure. If the previous card flip was a Major Tarot, all Difficulties raise by four, until someone fails.

Death of Character Digression (D8)
1: Fate Unknown, truly gone from use by the player; may appear as NPC.
2: Considered dead, but survived w/ wound that maims and disfigures. (Ref provides details of the damage that never heals.)
3: Considered dead, but survived w/ temporary amnesia. Character returns in aftermath, yet sinister acts did occur and will come to light someday.
4: Considered dead, but survived w/ vicious wounds that take Administers Affairs interlude to heal.
5: Miraculous escape, after a series of unlikely events. Further into Digressions at Knocked Out (#X).
6: Miraculous escape, after a series of unlikely events. Further into Digressions at Adrift at Sea (#A) or Lost in Foreign Lands (#L) as appropriate.
7-8: Timely interruption,..., continue play unharmed.



Yours,

   red



Message Replies:
Gonna take away some player vessels... -- Mike Myke Mique (posted: 6/9/2018) 
And ... the Ship of Straw -- Iron Conrad (posted: 6/9/2018) 
Assuming we kept her... -- Mike Myke Mique (posted: 6/9/2018) 
Rams Horn -- red (posted: 6/9/2018) 
Outfit -- red (posted: 6/9/2018) 
 
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