Vox Populi Forum

Link back to Spacegamer Here!

Noodling w/ Idea, Fantasy game Cutlass Style


Message:

Q&D Magical Method
King Cups Magical: Call down hail, meteors, a flock of birds, leaves, dust, snow, etc, creating a maelstrom of debris. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail and player must select Escape going forward. Regardless, all players must return to battle regardless of vicious injury, knock out, mishap or escape. Difficulty: 8 Advantage: Wizardry Telekinesis (D)
Queen Cups Magical: Mask the faces and forms of everyone, so that friend hits friend, and not one of your rivals is sure who his enemy truly is. Success and dispatch a half D8 opponents or one Large+ adversary. Difficulty: 7 Advantage: Wizardry Illusions (I)
Knight Cups Magical: Enough black arts for the moment; as they cower, cut them all down. Success and dispatch a half D8 opponents or one Large+ adversary. Regardless, lose one swaggering on your blade or mount. If none, then lowest level person w/ either must lose a swaggering of his choice. If there are no swaggering anywhere, the event is catastrophic to the entire party. Difficulty: 5 Advantage: Trait Bold
Knave Cups Magical: Gesticulate and bellow your intent to unleash a volley of pure fury on the enemy. Success and escape from the battle; player may stay in the action and gain plus two to his rolls. Regardless, all players must select Irregular as Method in next roundís attack. Difficulty: 8 Advantage: Trait Clever
10 Cups Magical: Experiment with witchery and devilish charms, curses read in moldy tomes or overheard in hushed tones. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail and select Irregular next round. Difficulty: 11 Advantage: Trait Gifted
9 Cups Magical: Listen to your inner voice, trust the forces of nature which guide. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail and next round the player must change to a different attack Method. Difficulty: 9 Advantage: Wizardry Spirit Guide (R)
8 Cups Magical: Lightning arcs from your spread fingers as you clench your teeth to keep them from shattering. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail and suffer a minus one dice penalty for the rest of the battle. Difficulty: 10 Advantage: Wizardry Voltaic (B)
7 Cups Magical: Amplify the simmering hatreds and betrayals of the enemy; combat being the perfect cover to seek revenge. Success and dispatch a half D8 opponents or one Large+ adversary. Difficulty: 10 Advantage: Wizardry Thought Control (P)
6 Cups Magical: Operate your weapon and shield remotely or turn the enemyís own arms against him. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and suffer a vicious wound. Difficulty: 10 Advantage: Wizardry Telekinesis (D)
5 Cups Magical: Fold the earthly surface and create a crushing wall of stone, water and debris, enveloping the fools opposed to your plans. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and suffer a vicious wound. Difficulty: 8 Advantage: Wizardry Geomancy (C)
4 Cups Magical: Summon a terrible wind, which freezes right to the bones. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and suffer a vicious wound. Regardless, all players suffer a minus one penalty for the remainder of combat. Difficulty: 7 Advantage: Wizardry Paralysis (Q)
3 Cups Magical: Even if he site is not littered w/ the recently defeated, there is always a rivulet of skels and corpses ready to erupt into view. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and knocked unconscious. Flair: if any adversary is Nasty, player must change his Method next round. Difficulty: 12 Advantage: Wizardry Necromancy (H)
2 Cups Magical: A gesture oft used, often to entertain, suddenly produces a more meaningful magical result; too bad you donít quite recall what you just did as you delight in the consequences. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and suffer a vicious wound. Difficulty: 9 Advantage: Skill Prestidigitation
Ace Cups Magical: Fireball! Success and dispatch a half D8 opponents or one Large+ adversary. Regardless, next round the player must change to a different attack Method. Difficulty: 7 Advantage: Wizardry Pyrotechnics (K)

King Rods Magical: Magical nexus wanes. Better point out your value as a living prisoner, as a ruse of course, to gain a stealthy attack. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail and next round the player must change to a different attack Method. Regardless, all players must return to battle regardless of vicious injury, knock out, mishap or escape. The Ref may decide that Magical may not be used anymore as a Method, at least for any wise character above third level. Difficulty: 8 Advantage: Skill Goldsmith
Queen Rods Magical: After a few random bursts of energy and flashes of bright light, you find yourself on the edges of the conflict. Success and escape from the battle; player may stay in the action and gain plus two to his rolls. Difficulty: 7 Advantage: Trait Clever
Knight Rods Magical: Strike with a curse to open a victimís stance enough to riposte with your blade. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and knocked unconscious. Difficulty: 5 Advantage: Wizardry Hexes (M)
Knave Rods Magical: Mind blast the entire field of combat. Success and one opponent surrenders. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and knocked unconscious. Regardless, all players must select Irregular as method in next roundís attack. Difficulty: 6 Advantage: Wizardry Psionics (N)
10 Rods Magical: Turn someone inside out. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. Flair: if any adversary is Great, player must change his Method next round. Difficulty: 12 Advantage: Wizardry Cosmic (T)
9 Rods Magical: Expand your mind and soul into realms and dimensions which mortal men should fear to trespass. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail and suffer a minus one dice penalty for the rest of the battle. Regardless, lowest level character of the group acquires a random Wizardry swaggering technique. Difficulty: 9 Advantage: Trait Gifted
8 Rods Magical: Hug the foe as your transform into an inorganic beast. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail and select Irregular next round. Difficulty: 9 Advantage: Trait Rugged
7 Rods Magical: See the action in a slowed timeframe, or did you speed up? Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. Difficulty: 13 Advantage: Wizardry Precognition (E)
6 Rods Magical: Call on all thatís unholy and perform a death spell. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. Flair: if any adversary is Enchanted, player must change his Method next round. Difficulty: 11 Advantage: Wizardry Power Words (S)
5 Rods Magical: Magnetize the metal of an opponent and crush him in his weighty cuirass. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and knocked unconscious. Difficulty: 8 Advantage: Wizardry Voltaic (B)
4 Rods Magical: Employ hideous extra dimensional shapes and colors; the damage may be all mental, but the result is still utter death. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail and player must select Escape going forward. Regardless, suffer a minus one penalty for the remainder of combat. Difficulty: 12 Advantage: Wizardry Illusions (I)
3 Rods Magical: The magical arts were taught by elders around the hearth; simple rote instruction shall prevail. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and knocked unconscious. Difficulty: 12 Advantage: Skill Occult Scholar
2 Rods Magical: Call forth an servant to assist; oh, seems itís shape is irregular and disturbing? Better brace yourself. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and knocked unconscious. Flair: if any adversary is Invincible, player must change his Method next round. Difficulty: 9 Advantage: Wizardry Conjuration (L)
Ace Rods Magical: The stars may be far away, but your connection to them means you can summon them as marbles of infinite heat. Optional, success and chase half a D8 opponents or one Large+ adversary away. Flair: if any adversary is Heinous, player must change his Method next round. Difficulty: 8 Advantage: Wizardry Celestial (G)

King Coins Magical: Your ancestors are quite pleased with the spectacle and beg permission to join you this day. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and suffer a vicious wound. Regardless, all players must return to battle regardless of vicious injury, knock out, mishap or escape. Difficulty: 4 Advantage: Wizardry Spirit Guide (R)
Queen Coins Magical: Summon the fog, even if the mist only covers the enemyís eyes. Success and escape from the battle; player may stay in the action and gain plus two to his rolls. Against Large+ adversaries, the Difficulty increases by three. Difficulty: 8 Advantage: Wizardry Illusions (I)
Knight Coins Magical: Discover something about yourself, that perhaps you are related to the faerie folk. Success and dispatch one opponent. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and suffer a vicious wound. Difficulty: 5 Advantage: Trait Gifted
Knave Coins Magical: Music and mathematics do relate to numerology and a divine order; yet is your ditty a spell or just something that causes the enemy to pause in bemusement? Success and any and all players have the option to escape; each player may opt to stay in the action and gain plus two to his rolls. Regardless, all players who remain in combat must select Irregular Method next round. Difficulty: 7 Advantage: Skill Minstrel
10 Coins Magical: Perhaps you vigor and constitution have been altered since childhood; ponder not and offer a resounding chase. Optional, success and half a D8 opponents or one Large+ adversary runs away. But, fail and suffer a minus one dice penalty for the rest of the battle. Difficulty: 8 Advantage: Trait Energetic
9 Coins Magical: Even in the desert, there are elements in the fauna and flora, which comes to your call. Optional, success and half a D8 opponents or one Large+ adversary runs away. But, fail and select Irregular next round. Flair: if any adversary is Horrible, player must change his Method next round. Difficulty: 7 Advantage: Wizardry Geomancy (C)
8 Coins Magical: Cantrips seem harmless enough, but do forebode to even greater powers, yet to develop. Optional, success and half a D8 opponents or one Large+ adversary runs away. Difficulty: 10 Advantage: Trait Clever
7 Coins Magical: Threaten them; thereís no need for major warp of reality simply to prove youíre superior. Optional, success and half a D8 opponents or one Large+ adversary runs away. But, fail roll and knocked unconscious. Difficulty: 8 Advantage: Trait Gifted
6 Coins Magical: Thatís new Ė youíve always been able to levitate a small distance, but since when could you outright fly? Optional, success and half a D8 opponents or one Large+ adversary runs away. But, fail roll and knocked unconscious. Difficulty: 12 Advantage: Wizardry Shape Shifting (J)
5 Coins Magical: Grasp a victimís throat remotely in a death grip; this time you release as a warning (or were unable to focus and maintain). Optional, success and one opponent runs away. Against Large+ adversaries, the Difficulty increases by three. Difficulty: 14 Advantage: Wizardry Paralysis (Q)
4 Coins Magical: Toss out a collection of figurines of origin best not explained. Youíve havenít quite perfected the incantations to reverse their growing size. Optional, success and half a D8 opponents or one Large+ adversary runs away. But, fail roll and knocked unconscious. Regardless, suffer a minus one penalty for the remainder of combat; your creations are somewhat rebellious. Difficulty: 11 Advantage: Wizardry Animate Objects (O)
3 Coins Magical: Open your mysterious encyclopedia of the arcaneóthe one with pages of virginís skinó brush off some cobwebs and get down to business. Optional, success and one opponent runs away. Against Large+ adversaries, the Difficulty increases by three. But, fail and select Irregular next round. Difficulty: 10 Advantage: Trait Methodical
2 Coins Magical: Levitate a large bolder, stump, ship anchor, cathedral bell, cask of ale, etc. Did you pick-up more mass than you can safely handle? Optional, success and half a D8 opponents or one Large+ adversary runs away. But, fail roll and suffer a vicious wound. Difficulty: 10 Advantage: Wizardry Telekinesis (D)
Ace Coins Magical: Fireworks are lovely and demonstrate both power and majesty in this situation. Success and all opponents surrender, regardless of size. Difficulty: 7 Advantage: Wizardry Pyrotechnics (K)

King Swords Magical: Behold the heavenly host you can summon to do your bidding. Success and all opponents surrender, regardless of size. But, fail roll and knocked unconscious. Regardless, all players must return to battle regardless of vicious injury, knock out, mishap or escape. Difficulty: 7 Advantage: Wizardry Demigod (A)
Queen Swords Magical: Force a peace by flummoxing and breaking the leader of the enemy. Success and all opponents surrender, regardless of size. But, fail roll and suffer a vicious wound. Flair: if any adversary is Enchanted, player must change his Method next round. Difficulty: 6 Advantage: Wizardry Hexes (M)
Knight Swords Magical: Why throw a knife, when you can command a stack of them to seek? Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and knocked unconscious. Difficulty: 8 Advantage: Wizardry Telekinesis (D)
Knave Swords Magical: A tried and true tactic of every generation, the simple smoke screen; yet add strange odors, colors and pops. Success and any and all players have the option to escape; each player may opt to stay in the action and gain plus two to his rolls. Against Large+ adversaries, the Difficulty increases by three. Difficulty: 7 Advantage: Wizardry Pyrotechnics (K)
10 Swords Magical: Weave a barrier of electrified fencing. Optional, success and one opponent runs away. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and suffer a vicious wound. Difficulty: 5 Advantage: Wizardry Voltaic (B)
9 Swords Magical: The reinforcements summoned to support your side are real, even if they are only seen by a few. Optional, success and one opponent runs away. Against Large+ adversaries, the Difficulty increases by three. But, fail roll and suffer a vicious wound. Difficulty: 8 Advantage: Wizardry Conjuration (L)
8 Swords Magical: Recall from memory the last bit of chicanery used by yourself, a member of the party, a random prophet or even a mortal enemy. Optional, success and one opponent runs away. Against Large+ adversaries, the Difficulty increases by three. Difficulty: 8 Advantage: Trait Methodical
7 Swords Magical: Proclaim an era of sorrow, remorse and misery. Success and half a D8 opponents or one Large+ adversary surrenders. Flair: if any adversary is Foul, player must change his Method next round. Difficulty: 11 Advantage: Wizardry Thought Control (P)
6 Swords Magical: Rob the enemy of their own golem of supernatural protector. Success and half a D8 opponents or one Large+ adversary surrenders. But, fail and suffer a minus one dice penalty for the rest of the battle. Difficulty: 10 Advantage: Wizardry Spirit Guide (R)
5 Swords Magical: The night before you ran through some options with your companions, just in case this situation should arise. Success and half a D8 opponents or one Large+ adversary surrenders. But, fail roll and knocked unconscious. Difficulty: 12 Advantage: Wizardry Precognition (E)
4 Swords Magical: Fill the area with brimstone and choking smoke. Success and half a D8 opponents or one Large+ adversary surrenders. But, fail roll and knocked unconscious. Regardless, all players suffer a minus one penalty for the remainder of combat. Difficulty: 8 Advantage: Wizardry Pyrotechnics (K)
3 Swords Magical: Reveal your true face of horror. Success and half a D8 opponents or one Large+ adversary surrenders. But, fail roll and suffer a vicious wound. Flair: if any adversary is Heinous, player must change his Method next round. Difficulty: 8 Advantage: Wizardry Demonic (F)
2 Swords Magical: Mentally stun and metaphysically web those who stand opposed to your goals. Success and one opponent surrenders. Against Large+ adversaries, the Difficulty increases by three. But, fail and suffer a minus one dice penalty for the rest of the battle. Difficulty: 9 Advantage: Wizardry Paralysis (Q)
Ace Swords Magical: Jinx the enemy with clumsiness, misfortune, doubt and misadventure. Success and one opponent surrenders. Against Large+ adversaries, the Difficulty increases by three. Regardless, next round the player must change to a different attack Method. Difficulty: 6 Advantage: Wizardry Hexes (M)

Bane King Cups Magical: Counter the magic being used by the enemy, bring forth a spider to eat his fly. Success and one opponent surrenders. But, fail and suffer a vicious wound. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Conjuration (L) loses his powers; select from lowest level of those available. Difficulty: 5 Advantage: Wizardry Conjuration (L)
Bane Queen Cups Magical: Suddenly you feel as if your wrapped in a leather jerkin, cut for a princely infant. Fail roll and player must select Escape going forward. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Paralysis (Q) loses his powers; select from lowest level of those available. Difficulty: 4 Advantage: Wizardry Paralysis (Q)
Bane Knight Cups Magical: Counter the enemyís supreme powers over nature. Fail roll and next round the player must change to a different attack Method. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Necromancy (H) loses his powers; select from lowest level of those available. Difficulty: 6 Advantage: Wizardry Necromancy (H)
Bane Knave Cups Magical: Teased as you have been for naming your weapon, you never told anyone that you also whisper to the cold Damascus steel when the constellation Orion is overhead. Success and one opponent surrenders. But, fail and lose any Swaggering Technique. This loss may be taken personally, or from your blade, mount or magical abilities. It may even be suffered collectively on the groupís longboat (if present). A character w/o techniques is outright slain. If this action takes place on the water, a failed roll also results in loss of Longboat Elite Goals (A). Difficulty: 5 Advantage: Blade Scheming (S)
Bane 10 Cups Magical: The enemy has hexed your weapon and turned it into a noodle, so give him the Ranterís lash. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and player must select Escape going forward. If this action takes place on the water, a failed roll also results in loss of Longboat Religiously Inspired (C). Difficulty: 6 Advantage: Blade Lithe (H)
Bane 9 Cups Magical: Wracked by nightmarish thoughts, which are better forgotten; you beg for amnesia. Fail roll and result is catastrophic to the entire party. Either send the group to Digressions, or each character will suffer a D8 addition to his tally of Warped Outcomes; do not resolve those progressively ugly results, just add to each character's tally. If this action takes place on the water, a failed roll also results in loss of Longboat Charted Path (B). Difficulty: 5 Advantage: Mount Ominous (S)
Bane 8 Cups Magical: Try as you may to deflect all the objects sent straight at you; next time carry a true bronze shield. Fail roll and knocked unconscious. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Telekinesis (D) loses his powers; select from lowest level of those available. Difficulty: 6 Advantage: Wizardry Telekinesis (D)
Bane 7 Cups Magical: Blink with a quick teleport out of harmís way. Fail roll and suffer a vicious wound. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Celestial (G) loses his powers; select from lowest level of those available. Difficulty: 8 Advantage: Wizardry Celestial (G)
Bane 6 Cups Magical: Hold forth a parchment containing the shielding symbol, whose guttural unworldly pronunciation you dare not utter. Fail roll and lose any Swaggering Technique. This loss may be taken personally, or from your blade, mount or magical abilities. It may even be suffered collectively on the groupís longboat (if present). A character w/o techniques is outright slain. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Power Words (S) loses his powers; select from lowest level of those available. Difficulty: 10 Advantage: Wizardry Power Words (S)
Bane 5 Cups Magical: The enemy invades your mind and you his for a ensorcelled tÍte-ŗ-tÍtes. Fail roll and knocked unconscious. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Thought Control (P) loses his powers; select from lowest level of those available. Difficulty: 13 Advantage: Wizardry Thought Control (P)
Bane 4 Cups Magical: Something went terribly wrong as you reached out and tried to turn your opponentís armor to cheese cloth. Fail roll and suffer a vicious wound. If this action takes place on the water, a failed roll also results in loss of Longboat Treasure Laden (D). Difficulty: 8 Advantage: Blade Meshed (Q)
Bane 3 Cups Magical: Shield yourself from the enemyís mind and body blast, a rather good time to simply dispel all magical charms. Fail roll and knocked unconscious. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Psionics (N) loses his powers; select from lowest level of those available. Difficulty: 7 Advantage: Wizardry Psionics (N)
Bane 2 Cups Magical: The very shadows take form and fight independently; even your own strikes with skill. Fail roll and suffer a vicious wound. If this action takes place on the water, a failed roll also results in loss of Longboat Vigilant (E). Difficulty: 7 Advantage: Mount Radiant (F)
Bane Ace Cups Magical: Counter his counter as your own sorcery rebounds back at you. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail and lose any Swaggering Technique. This loss may be taken personally, or from your blade, mount or magical abilities. It may even be suffered collectively on the groupís longboat (if present). A character w/o techniques is outright slain. If this action takes place on the water, a failed roll also results in loss of Longboat Arcane Sentinel (F). Difficulty: 4 Advantage: Mount Mystical (D)

Bane King Rods Magical: The would-be wizard has mumbled and suffered his own mishap; rush forward to secure his limp form, before he recovers his wits. Success and one opponent surrenders. But, fail and knocked unconscious. If this action takes place on the water, a failed roll also results in loss of Longboat Treachery Expunged (G). Difficulty: 8 Advantage: Trait Energetic
Bane Queen Rods Magical: The enemy attempts to make you small and insignificant, a bug to be stepped upon. Fail roll and player must select Escape going forward. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Shape Shifting (J) loses his powers; select from lowest level of those available. Difficulty: 7 Advantage: Wizardry Shape Shifting (J)
Bane Knight Rods Magical: Drained, your attempts at magic have regenerated the vitality of the enemy, leaving you famished and exhausted. Fail roll and next round the player must change to a different attack Method. If this action takes place on the water, a failed roll also results in loss of Longboat Battle Ready (H). Difficulty: 7 Advantage: Mount Replenishing (J)
Bane Knave Rods Magical: The enemy has made grave plans and is willing to do much to see them succeed. Fail and lose any of your characterís magical swaggering. If none available, take a vicious. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Precognition (E) loses his powers; select from lowest level of those available. Difficulty: 9 Advantage: Wizardry Precognition (E)
Bane 10 Rods Magical: Disbelief comes easier to a man who has learned instinctively not to always trust his senses. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and must select Irregular as method in next round's attack. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Illusions (I) loses his powers; select from lowest level of those available. Difficulty: 8 Advantage: Wizardry Illusions (I)
Bane 9 Rods Magical: the enemy has done ninety-nine percent of the work, all you need do is take control of his automaton creations. Fail roll and knocked unconscious. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Animate Objects (O) loses his powers; select from lowest level of those available. Difficulty: 8 Advantage: Wizardry Animate Objects (O)
Bane 8 Rods Magical: Use the electric field being generate to supercharge your mojo. Fail roll and suffer a vicious wound. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Voltaic (B) loses his powers; select from lowest level of those available. Difficulty: 8 Advantage: Wizardry Voltaic (B)
Bane 7 Rods Magical: Better in life to have a single capable assistant, then a gaggle of incompetents. An adage true even of the forces that weave the fates. Fail roll and knocked unconscious. If this action takes place on the water, a failed roll also results in loss of Longboat Disease Free (I). Difficulty: 9 Advantage: Blade Sentinel (P)
Bane 6 Rods Magical: Out of body, you watch ambivalent as your actions are controlled by another. Fail roll and must select Irregular as method in next round's attack. If this action takes place on the water, a failed roll also results in loss of Longboat Seasoned Crew (L). Difficulty: 7 Advantage: Skill Berserker (Ax)
Bane 5 Rods Magical: Rather than attacking to wound, the enemy appears to be toying with you, making you perform as fool and bruising your reputation with sullied acts. Fail roll and must select Irregular as method in next round's attack. If this action takes place on the water, a failed roll also results in loss of Longboat Noble Allegiance (K). Difficulty: 7 Advantage: Trait Methodical
Bane 4 Rods Magical: No, no, no,Ö , that wasnít suppose to happen; that never happened when you practiced. Fail roll and must select Irregular as method in next round's attack. If this action takes place on the water, a failed roll also results in loss of Longboat Pure w/o Curse (J). Difficulty: 9 Advantage: Trait Gifted
Bane 3 Rods Magical: The enemyís thaumaturgy seems even more easy to parry than a common soldierís lunge. Fail roll and must select Irregular as method in next round's attack. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Demigod (A) loses his powers; select from lowest level of those available. Difficulty: 9 Advantage: Wizardry Demigod (A)
Bane 2 Rods Magical: Insult the superstitious diabolism exhibited by your adversary. Fail roll and must select Irregular as method in next round's attack. If this action takes place on the water, a failed roll also results in loss of Longboat Abundant Stores (M). Difficulty: 8 Advantage: Trait Bold
Bane Ace Rods Magical: Take a respite from abracadabra and put the knife in the bunch. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail and knocked unconscious. If this action takes place on the water, a failed roll also results in loss of Longboat Undamaged (O). Difficulty: 5 Advantage: Blade Biting (L)

Bane King Coins Magical: As an even greater peril presents itself, lend some urgent care to the fallen during a temporary truce; the unstable portal to doom should close on its own. Success and one opponent surrenders (to your comfort). But, fail roll and player must select Escape going forward. If this action takes place on the water, a failed roll also results in loss of Longboat Vermin Free (N). Refereeís option the mishap attracts the attention of a Zaire; the selecting player character is on notice to wise up or be imprisoned. Difficulty: 3 Advantage: Skill Barber (Chiurgeon)
Bane Queen Coins Magical: The exotic pet you acquired sometime ago, once was tiny, but no longer. Fail roll and player must select Escape going forward. If this action takes place on the water, a failed roll also results in loss of Longboat Comradery (P). Difficulty: 4 Advantage: Skill Houndsman (Beasts)
Bane Knight Coins Magical: Many practitioners of the dark arts do so under the influence of potions to define a mood. Fail roll and next round the player must change to a different attack Method. If this action takes place on the water, a failed roll also results in loss of Longboat Orderly Kept (Q). Difficulty: 5 Advantage: Skill Apothecary
Bane Knave Coins Magical: Pause in fascination of the legendary animals or heroes, who suddenly appear. Fail and lose any of your characterís magical swaggering. If none available, take a vicious. If this action takes place on the water, a failed roll also results in loss of Longboat Inhuman Watchdogs (R). Difficulty: 5 Advantage: Skill Occult Scholar
Bane 10 Coins Magical: After the enemyís raw buffet of power, there had better be a renegotiation of treasure split and shares. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail roll and next round the player must change to a different attack Method. If this action takes place on the water, a failed roll also results in loss of Longboat Governed w/o Graft (S). Regardless, all Difficulties in combat going forward are increased by one. Difficulty: 7 Advantage: Trait Rugged
Bane 9 Coins Magical: Take cover; they have gained air superiority. Incoming! Fail roll and suffer a vicious wound. If this action takes place on the water, a failed roll also results in loss of Longboat Battle Hard (T). Difficulty: 9 Advantage: Mount Carapace (O)
Bane 8 Coins Magical: Fight cold with fire, fight flame with ice, fight the whirlwind with blissful calm. Fail roll and knocked unconscious. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Pyrotechnics (K) loses his powers; select from lowest level of those available. Difficulty: 11 Advantage: Wizardry Pyrotechnics (K)
Bane 7 Coins Magical: The farther reality pulls askew, the more you struggle at restoration. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Geomancy (C) loses his powers; select from lowest level of those available. Difficulty: 10 Advantage: Wizardry Geomancy (C)
Bane 6 Coins Magical: Something sinister delights in what you are doing, and thinking, and especially how you rationalize what you have become. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Flair: if the adversary is Enchanted, substitute failure as an injury resulting in death. Difficulty: 8 Advantage: Skill Tormentor
Bane 5 Coins Magical: No one seems available to give you a pick-me-up and restore your shattered mind. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Flair: if the adversary is Horrible, substitute failure as an injury resulting in death. Difficulty: 10 Advantage: Mount Talking (P)
Bane 4 Coins Magical: Reckless magical display has emboldened or empowered an even more fiendish foe. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Flair: if the adversary is Foul, substitute failure as an injury resulting in death. Regardless, all players must take actions next round on Irregular, unless each opts instead to Escape. Difficulty: 7 Advantage: Blade Ingenious (A)
Bane 3 Coins Magical: Forget all about using your newfound powers to aid the poor or protect the helpless; your motive swings to primal. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Demonic (F) loses his powers; select from lowest level of those available. Flair: if the character can check Growth, he must adopt a more sinister disposition. Difficulty: 9 Advantage: Wizardry Demonic (F)
Bane 2 Coins Magical: Combat magic is best countered with combat magic, but avoid turning the whole field white. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Flair: if the adversary is Invincible, substitute failure as an injury resulting in death. Difficulty: 8 Advantage: Blade Scintillating (K)
Bane Ace Coins Magical: Would be so cool if your weapon were flaming or shot lightning; instead it oozes poison, which seeps down past the hand guard. Success and dispatch a half D8 opponents or one Large+ adversary. But, fail and suffer a vicious wound. Flair: if the adversary is Heinous, substitute failure as an injury resulting in death. Difficulty: 5 Advantage: Blade Mucilage (B)

Bane King Swords Magical: When the enemy takes the high ground, you decide to jump even higher. Success and one opponent surrenders. But, fail roll and must select Irregular as method in next round's attack. Flair: if the adversary is Great, substitute failure as an injury resulting in death. Difficulty: 4 Advantage: Mount Winged (B)
Bane Queen Swords Magical: To properly recover from your mishap, you must pronounce your last spell backward, phonetically. Fail roll and player must select Escape going forward. Flair: if the adversary is Enchanted, substitute failure as an injury resulting in death. Difficulty: 5 Advantage: Skill Linguist
Bane Knight Swords Magical: Glance at the perfectly fine blade you carry and wonder why you are trying to turn the thing into a wand. Fail roll and next round the player must change to a different attack Method. Flair: if the adversary is Heinous, substitute failure as an injury resulting in death. Difficulty: 4 Advantage: Blade Hellish (M)
Bane Knave Swords Magical: Maneuver; you need just a pause to get your legerdemain just right. Fail and lose any of your characterís magical swaggering. If none available, take a vicious. Difficulty: 4 Advantage: Trait Clever
Bane 10 Swords Magical: Hocus Pocus ricochet; your act lands as an echo back upon you. Fail and suffer a half D8 penalty using Magic as a Method for the remainder of the adventure. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Hexes (M) loses his powers; select from lowest level of those available. Difficulty: 7 Advantage: Wizardry Hexes (M)
Bane 9 Swords Magical: Thereís an argument in your head; not your conscience, but something else is struggling for control. Fail roll and suffer a hemorrhaging vicious wound. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Spirit Guide (R) loses his powers; select from lowest level of those available. If the character has yet to check the Ignoble Magical Events this level, the Ref may decide the character has lost all magical ability. Difficulty: 6 Advantage: Wizardry Spirit Guide (R)
Bane 8 Swords Magical: You expected some consequence for channeling your magical energy into and through the metal of your blade, but so far bupkis. Fail roll and suffer a minus one penalty for the remainder of combat. Flair: if the adversary is Great, substitute failure as an injury resulting in death. Difficulty: 5 Advantage: Blade Fantastic (D)
Bane 7 Swords Magical: Despite being rooted firmly on Terra Firma, your soul is fighting a parallel battle in an unpleasant, formless domain. Fail roll and suffer a minus one penalty for the remainder of combat. If this action occurs in the underworlds, a fail and any other player w/ Wizardry Cosmic (T) loses his powers; select from lowest level of those available. Difficulty: 8 Advantage: Wizardry Cosmic (T)
Bane 6 Swords Magical: Knocked unconscious, awake abruptly to find your arms and armor have continued the struggle. Fail and suffer a half D8 penalty using Magic as a Method for the remainder of the adventure. Flair: if the adversary is Heinous, substitute failure as an injury resulting in death. Difficulty: 8 Advantage: Blade Bounding (C)
Bane 5 Swords Magical: Struggle to get a song out of your head; obviously youíre bedazzled. Fail roll and suffer a minus one penalty for the remainder of combat. Flair: if the adversary is Invincible, substitute failure as an injury resulting in death. If the Difficulty is failed by more than three, this penalty is suffered by the entire player group. Difficulty: 8 Advantage: Skill Minstrel
Bane 4 Swords Magical: Sea shanties and tavern tales hinted at the dangers of unchecked magic; the warning comes racing back as I told you so. Fail and suffer a half D8 penalty using Magic as a Method for the remainder of the adventure. Flair: if the adversary is Foul, substitute failure as an injury resulting in death. Difficulty: 9 Advantage: Skill Mariner
Bane 3 Swords Magical: Pluck one of your homespun remedies from a pouch you keep handy; that or take a swallow of moonshine for the comforting warmth; that or suddenly realize your pipe is still lit and Ďtaint tobacco. Fail roll and suffer a minus one penalty for the remainder of combat. Flair: if the adversary is Enchanted, substitute failure as an injury resulting in death. If the character has yet to check Growth this level, he should do so and develop a serious problem with booze or drugs. Difficulty: 8 Advantage: Skill Horticulturist
Bane 2 Swords Magical: Now you see it, now you donít; better have something other than card tricks. Fail roll and suffer a minus one penalty for the remainder of combat. Flair: if the adversary is Horrible, substitute failure as an injury resulting in death. Difficulty: 8 Advantage: Skill Prestidigitation
Bane Ace Swords Magical: An angel of mercy has always watched your back; mother taunt you that, as well as how to pray. Success and one opponent surrenders. But, fail roll and next round the player must change to a different attack Method. Flair: if the adversary is Nasty, substitute failure as an injury resulting in death. Difficulty: 6 Advantage: Longboat Arcane Sentinel (F)

Random Game Notes
Any action confined to the groupís longship will prevent escape should the ship be out at sea; along the riverbank of the wilds, escape might be had by swimming to shore. Unlike in cutlass, everyone can swim.

The Difficulties on the Magical Method are not for the faint of heart. The players may wish to gain a dice bonus via Strategy, then select Magical as a method.

Table will mention the player adding a half D8 steps toward oblivion on his tally of Warped Outcomes. As a definition of your magical ability and power, the result will be good at times. But the outcome rapidly accumulates into something very bad. This table used first in Arabian Sea Tales as the mechanics of slowly poisoning your soul with magic overload. Enjoy.



Yours,

   red



Message Replies:
personal combat methods -- red (posted: 7/2/2018) 
Interesting. -- Mike the Delver (posted: 7/3/2018) 
Spell Casting in Cutlass Combat -- red (posted: 7/3/2018) 
About Wounds... -- Mike the Delver (posted: 7/3/2018) 
One wound, Cutlass -- red (posted: 7/3/2018) 
Lose Shield = 1 Wound -- Iron Conrad (posted: 7/3/2018) 
In Cutlass, Shields have names... -- Mike Miller (posted: 7/5/2018) 
 
Create a New Thread








Reply to this Message:
Name:  
Display Email On Reply Page:  Yes: No:
Email:  
Type "Spammers Suck":  
Message Title:  
Message:

| Home |
copyright SpaceGamer, LLC 2003