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Three for Cutlass, Cribbed from Outlands


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Q&D Reconnaissance
Reconnaissance King: Ride high, your piercing eye on the horizon; there are auspices sent from heaven intermingled in the panoramic view. Success and encounter ends. Difficulty: 8 Advantage: Navigator
Reconnaissance Queen: Cover the distance, back and forth, leave no place of water unturned. Success and this encounter ends. Difficulty: 9 Advantage: Flamboyant Moves (J)
Reconnaissance Knight: Gallop headstrong through the heath and uneven terrain. Success and this encounter ends. Difficulty: 8 Advantage: Skill Equestrian
Reconnaissance Knave: Address the nagging feeling that youíre missing something, a sign or omen meant as a test. Fail and lose twenty soldiers or someone takes a vicious.. Difficulty: 9 Advantage: Interpreter
Reconnaissance 10: Cover twice the distance in half the time, feeling exhilarated. Success and this encounter ends. Difficulty: 8 Advantage: Charismatic Style (D)
Reconnaissance 9: Confer and decide to divide into smaller detachments, covering more hollows in your search for water. Fail and lose any swaggering technique. If the character has none to lose, suffer a vicious. Difficulty: 10 Advantage: Lordly
Reconnaissance 8: Reflect on similar situations, places, people, narrow your focus as you hunt for supplies. Fail and lose twenty soldiers or someone takes a vicious. Difficulty: 11 Advantage: Gentry
Reconnaissance 7: Cross a place of misery and onslaught; sacrifice some time and give the unburied proper internment. Fail and lose any swaggering technique. If the character has none to lose, suffer a vicious. Difficulty: 11 Advantage: Better Valor (C)
Reconnaissance 6: Debate assembling a detail to accompany an injured warrior and lame horses back to the neutral outpost; some balk at womanly sharing a saddle. Fail and lose any swaggering technique. If the character has none to lose, suffer a vicious. Difficulty: 10 Advantage: Physician
Reconnaissance 5: Hunker down and create a basecamp as an assembly point for what you find; each day ride out and return with spoils. Success and this encounter ends but fail and lose twenty soldiers or someone takes a vicious. Difficulty: 10 Advantage: Prospector-Sapper
Reconnaissance 4: Let your horse set the direction; something unearthly compels it and guides it precisely. Fail and lose twenty soldiers or someone takes a vicious. Difficulty: 9 Advantage: Mount Mystical (D)
Reconnaissance 3: Survey from the highest point available; get your bearings right-right. Fail and lose twenty soldiers or someone takes a vicious. Difficulty: 10 Advantage: Hunter
Reconnaissance 2: Delay to profit and later catch up. Fail and lose twenty soldiers or someone takes a vicious. Difficulty: 12 Advantage: Briber
Reconnaissance Ace: Dart and slalom through the undergrowth, blazing a trail for the rest to follow. Success and encounter ends. Difficulty: 9 Advantage: Effective Spurning (H)

Q&D Halting the Spread of Hysteria
Hysteria King: Roust the men back to fighting form with a reverberating howl. Fail and lose 2D8 soldiers to desertion. Difficulty: 9 Advantage: Repartee (P)
Hysteria Queen: Start an uproarious chant and get the rest to join in, making-up their own verses. Success and this encounter ends. Difficulty: 11 Advantage: Rabblerouser
Hysteria Knight: Command the men to formation, though no immediate danger presents itself. The party will proceed as if in short file, combat march order. Success and this encounter ends but fail and lose 2D8 soldiers to desertion. Difficulty: 12 Advantage: Man-at-Arms
Hysteria Knave: Pick a demoralized man up off the floor and encourage him to rally of be left to die. Fail and lose 2D8 men to desertion. Difficulty: 8 Advantage: Feigns (I)
Hysteria 10: Grab and manhandle the men, placing them back in formation two at a time. Fail and lose 2D8 soldiers. Difficulty: 11 Advantage: Stout
Hysteria 9: Keep the party from gathering false objects, which they believe will keep them safe. Fail and lose any swaggering techniques. If none, player suffers a vicious. Difficulty: 13 Advantage: Pugilist
Hysteria 8: Restrain and muffle a man who is whimpering uncontrollably. Fail and suffer a vicious wound (as he violently lashes out). Difficulty: 12 Advantage: Seize Swordarm (Q)
Hysteria 7: Delay to respectfully cremate the body of a fallen hero, though many find the action unwise and ill-timed. Fail and lose swaggering technique. If the player has no others, suffer a vicious. Difficulty: 10 Advantage: Lordly
Hysteria 6: Calm the party worries by producing a map of the region, which shows the path forward. Fail and lose ten men to desertion. Difficulty: 11 Advantage: Forger
Hysteria 5: Stop the men from bickering and accusing each other of larceny. Fail and start intramural combat with everyone suffering a Bane Irregular. Difficulty: 8 Advantage: Heroic Swordplay (L)
Hysteria 4: Keep a couple of men from going out to look for a friend who failed to return from morning ablution. Fail and suffer a vicious. Difficulty: 7 Advantage: Brawler
Hysteria 3: Vow to the Virgin Mother in promise you will never betray or fail your underlings. Fail and lose 3D8 soldiers (and live with breaking your vow). Difficulty: 8 Advantage: Attract Fire (A)
Hysteria 2: Rush ahead, hollering and leaving a clear trail to follow. Yet the party knows to keep on an alternate path, as you are a distraction for danger. Fail and choice to lose one company or captured in Digression (R). Difficulty: 14 Advantage: Dashing
Hysteria Ace: Drag down a soldier unresponsive to commands; keep him from revealing the groupís position. Fail and lose swaggering. Difficulty: 9 Advantage: Wrestling Holds (T)

Q&D Checking or Limiting Pointless Skirmish
Check King: Call for the rest to hunker down as you step forward to cower the intruder by brandishing steel. Success and this encounter ends but fail and suffer a vicious wound. Difficulty: 7 Advantage: Fencer
Check Queen: Increase the number of fires your side burns. Let the potential enemy can rue what he might face. Fail and lose swaggering. If none, take vicious wound. Difficulty: 8 Advantage: Cunning
Check Knight: Adjust the well-worn handles of the pistols in your cross shoulder holster, an obvious expression of be gone weakling. Success and this encounter ends. Difficulty: 7 Advantage: Tenacious Pistol Fire (R)
Check Knave: Display the herald embroidery of your clan and noble underwriters. Fail and lose swagger. If none, suffer Vicious. Difficulty: 7 Advantage: Lordly
Check 10: Have all your men brandish torches and start the grass on fire. Fail and lose ten men. Difficulty: 8 Advantage: Irregular Swordstrokes (N)
Check 9: No need to parley solo, when you stand arrayed with your heavily armed bodyguards. Success and this encounter ends. Difficulty: 8 Advantage: Stout
Check 8: Confidently change the subject to recreational activities and flavors of wine. Success and this encounter ends. Difficulty: 9 Advantage: Gentry
Check 7: Scold a henchman, when he steps out of formation with dagger drawn; silence and muskets cocked greet any potential enemy. Fail and lose a company in the escalating combat. Difficulty: 9 Advantage: Gunner-Gunsmith
Check 6: Demonstrate you are not a trifle and are in no mood to bandy words. Fail and suffer a vicious wound. Difficulty: 7 Advantage: Uncontested Dagger Thrust (S)
Check 5: Shower the field with sparks as you strike your sword upon a rocky obstruction, giving warning to back away. Success and encounter ends. Fail and lose swagger. Difficulty: 7 Advantage: Heroic Swordplay (M)
Check 4: Bow and offer curtesy in a dangerous manner. Fail and lose ten men as the encounter escalates into combat. Difficulty: 9 Advantage: Gesticulate Garment (K)
Check 3: Call for a vote to decide what should be done, if anything, regarding the seemingly wretched people happened upon. Success and this encounter ends. Difficulty: 9 Advantage: Solicitor
Check 2: Small world, as you (or someone) believes they recognize one of the strangers youíve encountered. Success and encounter ends. Difficulty: 7 Advantage: Captain-Pilot
Check Ace: Repel a nervous strike, as one of the people met overreacts; questions should be asked and answered first. Success and encounter ends. Difficulty: 7 Advantage: Disarming Blows (G)


Yours,

   red



Message Replies:
No Banes ... Who can complain? -- Iron Conrad (posted: 6/5/2019) 
Pushed to the Tool -- Iron Conrad (posted: 5/8/2019) 
 
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