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Q&D Grande Barrage Cards, pt 2-6


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Q&D Grande Barrage Cards
Doubleshot King Cups: This roll is made by the Fleet Commander, alone. Bringing the guns to bear is a matter of steel will and the crews’ fear of their commanding officer. Success and VICTORY. Difficulty: 6 Advantage: Trait Lordly
Doubleshot Queen Cups: This roll is made by the Fleet Chronicler (alternate Grumbler). Gallows humor sets the mood, as all ponder the way history portrays anxious gallantry. Success and gain Barrage Pip. Difficulty: 7 Advantage: Repartee*
Doubleshot Knight Cups: This roll is made by the Fleet Tactician (alternate Master Soldiers). Ponder the many times have you recreated this situation across the chess table using miniature ships. Success and VICTORY. Difficulty: 7 Advantage: Trait Cunning
Doubleshot Knave Cups: This action may be attempted by anyone. Employ a semaphore to communicate across the ship and between allies in the fleet. Success to gain swaggering only. Regardless, the next event is decided by the card’s suit. Difficulty: 10 Advantage: Chiasmic Actions* (Substitute other Swaggering as desired by the players.)
Doubleshot Ten Cups: This roll is made by the Fleet Scapegoat, alone. Ensure the script is clear on your properly notarized will. Success and VICTORY. Ship suffers a half D8 Trait losses, if no one steps into the role. On a failed roll, a skilled Solicitor may attempt result yet again, but only to shift blame back to another scapegoat. Difficulty: 8 Advantage: Literacy
Doubleshot Nine Cups: This roll is made by the Fleet Navigator (alternate Pilot). Charts and tables, the hours you’ve spent sleepless, predicting and calculating to bring this moment into existence right where you intend. Success and VICTORY, but fail and suffer Flagship Trait loss. Difficulty: 9 Advantage: Navigator
Doubleshot Eight Cups: This roll is made by the Flagship’s Vicar (alternate Chronicler). Just like riding a horse; no it isn't, but that’s what you tell the soldiers as they fight seasickness with bowleg anticipation. Success and VICTORY. Difficulty: 10 Advantage: Equestrian
Doubleshot Seven Cups: This roll is made by the Flagship’s Grumbler (alternate Vicar). Rise-up, taunt the enemy, and put on a show, as your creep ever closer to the blast of fury. Success and VICTORY, but fail and suffer Flagship Trait loss. Regardless, lose Trait Article Vigilant (X) Difficulty: 11 Advantage: Juggler-Acrobat
Doubleshot Six Cups: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). Get back on deck laggard! Dissuade a man from timid excuses to fill his bullet sack and stuff his horn, just moments before the clash ensues. Success and VICTORY, but fail and suffer Flagship Trait loss. Difficulty: 12 Advantage: Daring Pistol Fire*
Doubleshot Five Cups: This roll is made by the Flagship’s Master Arms (alternate Tactician). In one furious exchange, each freshly filed linstock is simultaneously set to ignite every cannon on every deck. Success and VICTORY. Difficulty: 11 Advantage: Battle Ready (I)
Doubleshot Four Cups: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). Long before battle, the weaponry is prepped, cleaned and oiled, pampered and protected from salt air. Success and VICTORY, but fail and suffer Flagship Trait loss. Difficulty: 10 Advantage: Gunner-Gunsmith
Doubleshot Three Cups: This roll is made by the Flagship’s Master Guns (alternate Quartermaster). Every man has a function, he becomes the tool he holds to load, ram, spark or swab—each crew’s barrel must maintain, devoid of foul. Success and VICTORY. Difficulty: 9 Advantage: Orderly (VIII)
Doubleshot Two Cups: This roll is made by the Flagship’s Master Sails (alternate Navigator). Keep the course of attack through the breakers just shy of the angle that would stress and crack the main beam. Success and VICTORY, but fail and suffer Flagship Trait loss. If the flagship is bad trait Damaged (III), Difficulty increases by two. Difficulty: 8 Advantage: Architect-Shipwright
Doubleshot Ace Cups: This roll is made by the Flagship’s Pilot (alternate Master Sails). Bring her directly to optimal range, knowing less will escape unscathed; a hard reality iron men face crewing wooden ships. Success and VICTORY. Regardless, lose Trait Comradery (XI) Difficulty: 5 Advantage: Seasoned Crew (II)

Bane Doubleshot King Cups: This roll is made by the Fleet Commander, alone. See to your own arms, lest you perform unprofessionally; the men mirror your example. Avoid loss of Barrage Pip. Difficulty: 5 Advantage: Man-at-Arms
Bane Doubleshot Queen Cups: This roll is made by the Fleet Chronicler (alternate Grumbler). Stand tall the corsair, pump out your breast, and bellow with inhuman fury. Fail and suffer a Boarding Penalty. If the flagship is bad trait Gun Shy (I), Difficulty increases by two. Difficulty: 6 Advantage: Trait Stout
Bane Doubleshot Knight Cups: This roll is made by the Fleet Tactician (alternate Master Soldiers). Inspect the sheets to double check the work of those who are inclined to lassitude; surprise all to your proficiency as more than a trained killer. Avoid loss of Barrage Pip. Additionally, fail roll and become the Fleet Scapegoat. Difficulty: 5 Advantage: Captain-Ship's Pilot
Bane Doubleshot Knave Cups: This action should be attempted by all players. How much of the strategy session did you agree with? How much of the prep did you complete? Is the plan anything you intend to follow? Avoid loss of Barrage Pip. Difficulty: 7 Advantage: Trait Cunning
Bane Doubleshot Ten Cups: This roll is made by the Flagship’s Vicar (alternate Chronicler). The crew seems overly concerned for your safety; do they forego ferocity to mollycoddle, to protect someone they hold dear? Fail and suffer a Boarding Penalty. Regardless, lose Trait Obedient (V) Difficulty: 6 Advantage: Better Valor*
Bane Doubleshot Nine Cups: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). As the lads cue for hot bacon biscuits, loosen the purse strings and outfit all with a bit of finery; give each something to fight to keep, whether that be a uniform scarf or a gilded Damascus blade. Avoid a Good Trait loss. Difficulty: 7 Advantage: Fit for Commerce (III)
Bane Doubleshot Eight Cups: This roll is made by the Flagship’s Master Arms (alternate Tactician). Play the balladeer from the quarterdeck, an excellent distraction and focus of the enemy toward wasteful antipathy. Avoid a Good Trait loss. If the flagship is good trait Battle Ready (I), Difficulty decreases by one. Difficulty: 8 Advantage: Attract Fire*
Bane Doubleshot Seven Cups: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). Anticipate the exact moment to rise above the rails and volley fire on the vectoring enemy. Avoid a Good Trait loss. Difficulty: 9 Advantage: Sailor
Bane Doubleshot Six Cups: This roll is made by the Flagship’s Master Sails (alternate Navigator). Every man to his duty; every officer expected to reap a greater share of souls. Avoid a Good Trait loss. Regardless, lose Trait Privateer (IV) Difficulty: 10 Advantage: Heroic Swordplay*
Bane Doubleshot Five Cups: This roll is made by the Flagship’s Master Guns (alternate Pilot). Don’t let the second battery fail the opportunity; run out the starboard carriages, after the port side fell short. Avoid a Good Trait loss. If the flagship is good trait Orderly (VIII), Difficulty decreases by one. Difficulty: 9 Advantage: Trait Dashing
Bane Doubleshot Four Cups: This roll is made by the Flagship’s Pilot (alternate Master Sails). Now is not the time to remove or position clutter blocking the sightlines; has procrastination creased your crisp planning? Avoid a Good Trait loss. Difficulty: 8 Advantage: Juggler-Acrobat
Bane Doubleshot Three Cups: This roll is made by the Fleet Navigator (alternate Quartermaster). As the ship tacks across the wind to change direction, take opportunity in the short lull to attend to those in need. Avoid a Good Trait loss. Regardless, the enemy actions suggest they want to board not sink your craft; players may speed this up and follow with Boarding Actions. Difficulty: 7 Advantage: Physician
Bane Doubleshot Two Cups: This roll is made by the Flagship’s Grumbler (alternate Vicar). Avoid embarrassing the officer who unknowing let fall his sidearm; gently replace it and be off to other encouraging counsel. Avoid a Good Trait loss. If the flagship is good trait Article Vigilant (X), Difficulty decreases by one. Difficulty: 6 Advantage: Pickpocket
Bane Doubleshot Ace Cups: This roll is made by the Fleet Scapegoat, alone. Skate your way through the surf splashed and blood splattered deck. Avoid suffering a vicious wound; ship risks a full D8 trait loss if no one steps into the role. Difficulty: 7 Advantage: Swimmer


Yours,

   red



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