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Q&D Senseless Slaughter


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Q&D Senseless Slaughter
King Mayhem: Drive them from their hovels and safehouses with fire. Success and half a D8 times one hundred Greeks are murdered or routed from the city. If the character is Skill Delver or Trait Bold, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Wizardry Pyrotechnics (K)
Queen Mayhem: Find those hiding and put on such a brutal show that others are inspired by your fever to slaughter. Success and another two hundred Rus join your cause. If the character is Skill Duelist or Trait Clever, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Hunter
Knight Mayhem: Round them up and get some to acquiesce as the children are pushed into cages; the salve markets of the east will have fresh servants. Success and half a D8 times one hundred Greeks are murdered or routed from the city. If the character is Skill Equestrian or Trait Energetic, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Houndsman (Beasts)
Knave Mayhem: Reacting to a pale light, direct that a building be searched again. Fail and next player receives a Bane as his event. If the character is Skill Berserker or Trait Gifted, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Wizardry Celestial (G)
10 Mayhem: Employ the less fortunate and those in desperate need of work as armed guards on the captured. Success and any reduction caused by Delver Company (a previous 25%) is mitigated. If that group was never involved or has already departed, change result to massacre another hundred Greeks. If the character is Skill Delver or Trait Methodical, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Wizardry Necromancy (H)
9 Mayhem: Offer up a prayer to inspire the worthy parishioners to this pogrom. Success and any reduction caused by True Faith (a previous 25%) is mitigated. If that group was never involved or has already departed, change result to massacre another hundred Greeks. If the character is Skill Armorer-Smith or Trait Rugged, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Longboat Religiously Inspired (C)
8 Mayhem: With a wave of the sword call for no mercy for those who would lord over the weak. Success and any reduction caused by Delver Company (a previous 25%) is mitigated. If that group was never involved or has already departed, change result to massacre another hundred Greeks. If the character is Skill Acrobat or Equestrian, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Longboat Democracy (S)
7 Mayhem: Each of your blows impacts on more than one cowering robber baron. Success and any reduction caused by Zaires (a previous 25%) is mitigated. If that group was never involved or has already departed, change result to massacre another hundred Greeks. If the character is Skill Brawler or Pugilist, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Wizardry Voltaic (N)
6 Mayhem: Make a sport of it; count the number of severed limbs and see who can raise his count the highest. Success and any reduction caused by Lord Mayor's Threats (a previous 25%) is mitigated. If that group was never involved or has already departed, change result to massacre another hundred Greeks. If the character is Skill Pugilist or Grit-Stamina, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Longboat Comradery (P)
5 Mayhem: Direct the cityís defenses against aerial attacks and giant sized threats be turned inward and used to pound the barricades of the Greeks. Success and the rest of Morg's Constables (250 strong) change to your side of the fight. If that group was never involved or has already departed, change result to massacre another hundred Greeks. If the character is Skill Bowman or Man-at-Arms, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Artillerist
4 Mayhem: Lead by example; your clothes will be dripping with sweat, blood and entrails as you ferret out those trying to escape via the cityís storm drains. Success to gain Command Pip (+2). If the player has a combat bonus already, the whole group gains plus one Tactical Pip for success. If the character is Skill Acrobat, Berserker or Brawler, the Difficulty reduces by one for each. Difficulty: 9 Advantage: Skill Engineer-Sapper
3 Mayhem: Confer with the leads of the many waring factions of your coalition; preside and direct the tactics. Success to gain Fury Pip (+2). If the player has a combat bonus already, the whole group gains plus one Tactical Pip for success. If the character is Skill Duelist or Man-at-Arms, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Linguist
2 Mayhem: Stay in the front and ensure no one doubts your conviction to this coarse end. Success to gain Catbird Seat (+3). If the player has a combat bonus already, the whole group gains plus one Tactical Pip for success. If the character is Skill Armorer-Smith or Grit-Stamina, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Longboat Battle Hard (T)
Ace Mayhem: Pick out a squad of your finest rogues and open a path in the more stalwart Greek defenders. Success and half a D8 times one hundred Greeks are murdered or routed from the city. Regardless, gain one Swaggering Technique of your choice. This may be taken in any form, including on your vessel. If the character is Skill Acrobat or Bowman, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Longboat Battle Ready (H)

Bane King Mayhem: Striding through ankle deep pools of blood, you wonder how many families will now pay for your death? Fail and Shaken. If the character is Skill Berserker or Trait Bold, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Blade Hellish (M)
Bane Queen Mayhem: Sit and have a drink; this matter may be left for the moment to others with more visceral delight. Fail and lose any one swaggering. If none available, the character is slain. If the character is Skill Bowman or Trait Clever, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Blade Scheming (S)
Bane Knight Mayhem: Erect a berm to hold the prisoners, but also protect them from the vengeful racist fury. Fail and lose a half D8 times a hundred men from your cause. If the character is Skill Engineer-Sapper or Trait Energetic, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Wizardry Geomancy (C)
Bane Knave Mayhem: Ponder the lack of sport, a previous promise to treat all men fairly. Is this truly your purpose in life? Fail and fall with a vicious wound. If the character is Skill Delver or Trait Gifted, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Wizardry Demonic (F)
Bane 10 Mayhem: When asked how this day will be remembered, concoct some heroic verse on the spot. Fail and lose any support of the Legionary Old Guard. If that group was never mobilized or has already departed, change result to Knocked Unconscious. If the character is Skill Armorer-Smith or Trait Methodical, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Minstrel
Bane 9 Mayhem: Sight a group of men dragging ungainly furniture out of a nobleís house; convince them that thereís time enough for that later. Fail and lose any support of the Mercury Tavern Sea Rovers. If that group was never mobilized or has already departed, change result to Knocked Unconscious. If the character is Skill Grit-Stamina or Trait Rugged, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Mariner
Bane 8 Mayhem: Answer the complaints of some who recognize that many of the Greeks were also the artisans. So now who will sharpen my ax? Deliver your retort with Mister Fist. Fail and lose any support of the Bulgar Woodsmen. If that group was never mobilized or has already departed, change result to Knocked Unconscious. If the character is Skill Brawler or Equestrian, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Tormentor
Bane 7 Mayhem: Walk past several men who are eating; or at least they will be once they get a fire started. Slap some ale in their hands and bully them back to the deed needing done. Fail and lose any support of the Avar field Hands. If that group was never mobilized or has already departed, change result to Knocked Unconscious. If the character is Skill Berserker or Pugilist, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Slave Driver
Bane 6 Mayhem: Almost every man you see has his arms full of loot; some are even changing wardrobe and adorning their ears with finery and perfumes. Fail and the Varangians return to their ships to depart with their spoils; this should include your own crew of servitors. If that group was never mobilized or has already departed, change result to Knocked Unconscious. If the character is Skill Equestrian or Duelist, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Rabblerouser
Bane 5 Mayhem: Reconnoiter the other secret motives and hidden strategy, which in a glimpse becomes clear. Yet overall resist the temptation to fight all causes here. Fail and lose any support of the Pantheon and Gray One. If that group was never mobilized or has already departed, change result to Knocked Unconscious. If the character is Skill Duelist or Pugilist, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Skill Spy
Bane 4 Mayhem: Tip the scales in your favor; a small obstacles, impasse or stout Greek must be defeated. Fail and lose a half D8 times a hundred men from your cause. If the character is Skill Acrobat or Brawler, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Blade Impetus (N)
Bane 3 Mayhem: Kill someone who dare attempt defensive conjuration. Fail and suffer a half D8 gain in your tally of Warped Outcome. If the character is Skill Armorer-Smith or Man-at-Arms, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Blade Herculean (J)
Bane 2 Mayhem: Form the battle lines, instruct these townsmen in holding a proper shield wall. Fail and lose a half D8 times a hundred men from your cause. If the character is Skill Man-at-Arms or Grit-Stamina, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Blade Eminent (E)
Bane Ace Mayhem: Startled; whatever monstrous freak darted through your periphery had better be allied to your goals. Fail and your next action repeats as yet another Bane; make that a Horrible Bane. Only the player needs to fight this creature and only to survive next round. However, discover youíve lost something of value, like your obligatory purse of coins. If the character is Skill Delver or Bowman, the Difficulty reduces by two for each. Difficulty: 9 Advantage: Wizardry Thought Control (P)

Mayhem Magician: Toggle Feigns (I); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem High Priestess: Toggle Seize Swordarm (Q); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Empress: Toggle Ferocity (J); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Emperor: Toggle Battle Cry (A); if you donít have this swagger, gain it; if you do, then lose it.
Hierophant: Toggle Repartee (P); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Lovers: Toggle Charismatic Style (C); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Chariot: Dawn approaches. You only have a half D8 more rounds to massacre whatís left of the Greeks or the mission fails.
Mayhem Justice: Toggle Uncontested Dagger Thrust (S); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Hermit: Toggle Speed & Guile (R); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Wheel of Fortune: Shuffle the deck and continue.
Mayhem Force: Toggle Wrestling Holds (T); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Hanged Man: Toggle Killer Instinct (N); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Death: Toggle Crushing Blow (G); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Temperance: Toggle Concentration (E); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Devil: Toggle Chiasmic Action (D); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Tower of Destruction: Toggle Mastery Shield (O); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Star: Toggle Hilt Punch (L); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Moon: Toggle Irregular Tricks (M); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Sun: Toggle Heroic Swordplay (K); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Judgment: Toggle Disarming Blow (F); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem World: Toggle Effective Spurning (H); if you donít have this swagger, gain it; if you do, then lose it.
Mayhem Fool: Toggle Better Valor (B); if you donít have this swagger, gain it; if you do, then lose it.


Yours,

   red



Message Replies:
Why, tell me Why? -- red (posted: 8/29/2018) 
We're SO "moral" in Cutlass... -- Mike, son of Mike (posted: 8/29/2018) 
Added to Outlands Tool -- IronConrad (posted: 8/29/2018) 
 
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