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Q&D Grande Barrage Cards, pt 3-6


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Chain King Rods: This roll is made by the Fleet Commander, alone. Tis not enough to watch the enemy masts fall; the crew expects you to celebrate and demoralize your adversary. Success and VICTORY. If the flagship is bad trait Cheated (IX), Difficulty increases by two. Difficulty: 5 Advantage: Flamboyant Moves*
Chain Queen Rods: This roll is made by the Fleet Chronicler (alternate Grumbler). Slap the hesitation off the face of a broken armsman. Success and Barrage Pip, but fail and suffer Flagship Trait loss. If the flagship is bad trait Unruly (XI), Difficulty increases by two. Difficulty: 6 Advantage: Pugilist
Chain Knight Rods: This roll is made by the Fleet Tactician (alternate Master Soldiers). Rally the crew, all eyes on you, as fears starts to melt your men’s faces. Success and gain Barrage Pip. If the flagship is bad trait Starving (VII), Difficulty increases by two. Difficulty: 6 Advantage: Charismatic Style*
Chain Knave Rods: This action may be attempted by any and all players. For God and King and Riches! Is this a fight for ignoble gain or not? Success to gain a bonus Ignoble check toward level, right here, right now. Anything but Conflict of Arms is usually possible, but Ref decides. However, fail and fall with a vicious wound. Regardless, your next event is decided by the card’s suit. Difficulty: 10 Advantage: Royal Charter (VI)
Chain Ten Rods: This roll is made by the Fleet Scapegoat, alone. Perform your duties to a level that no reasonable man should see as delinquent. Yet, the acclaim will go to others. Success and VICTORY, but fail and suffer Flagship Trait loss. If this remains as an npc—no one steps into the roll—then ship suffers an automatic Good Trait loss. Difficulty: 9 Advantage: Sailor
Chain Nine Rods: This roll is made by the Fleet Navigator (alternate Pilot). Read the enemy’s intent and steer for a rake; your counterpart mirrors many a picaroon you’ve bested. Success and VICTORY. Difficulty: 10 Advantage: Trait Cunning
Chain Eight Rods: This roll is made by the Flagship’s Vicar (alternate Chronicler). Splattered with the brains of a crewman, no one will blame you for dropping postulant to honor his memory (pray completely still with eyes closed); your subsequent rise seen as miraculous. Success and Barrage Pip, but fail and suffer Flagship Trait loss. If the players fight oared Infidels, Difficulty increases by five. Difficulty: 12 Advantage: Feigns*
Chain Seven Rods: This roll is made by the Flagship’s Grumbler (alternate Vicar). Tend to the wounded, last rites and settling transfer of property; many an ear fob will pay for a burial. Success and gain Barrage Pip. Regardless, lose Trait Seasoned Crew (II) Difficulty: 13 Advantage: Solicitor
Chain Six Rods: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). Everything that hinges, swings or pivots must not seize, apply the grease and the screwdriver not tomorrow, but last Wednesday. Success and gain Barrage Pip. Difficulty: 11 Advantage: Tinker
Chain Five Rods: This roll is made by the Flagship’s Master Arms (alternate Tactician). Never a bad time to demonstrate your potential for promotion to greater rank, even if the performance is only for your subordinates. Success and gain Barrage Pip. Difficulty: 10 Advantage: Rabblerouser
Chain Four Rods: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). There’s no doubt you understand just how hard to drive the men for glory, honor and fear of your wrath. Success and VICTORY. Difficulty: 9 Advantage: Slaver
Chain Three Rods: This roll is made by the Flagship’s Master Guns (alternate Quartermaster). Right a gun carriage that has tumbled in the recoil. Success and gain Barrage Pip, but fail roll and suffer a vicious wound. Difficulty: 8 Advantage: Tradesman
Chain Two Rods: This roll is made by the Flagship’s Master Sails (alternate Navigator). Keen eyesight aloft in the crows nest, but also the memory of how sails shimmer at distances from the horizon and angles to the sun. Success and gain Barrage Pip. Difficulty: 7 Advantage: Spy
Chain Ace Rods: This roll is made by the Flagship’s Pilot (alternate Master Sails). Stay out of range of their heavy ordnance. Success and VICTORY, but fail and suffer Flagship Trait loss. Difficulty: 6 Advantage: Captain-Pilot

Bane Chain King Rods: This roll is made by the Fleet Commander, alone. Increase the visibility of your evolving orders by lariating your scarf, topcoat or hat. Avoid loss of Barrage Pip. Difficulty: 7 Advantage: Gesticulate Garment*
Bane Chain Queen Rods: This roll is made by the Fleet Chronicler (alternate Grumbler). Warn the men in the sheets of a tear in the dipping lug,…, or is that the gaff-rig? Maybe as a lubber I should have studied this. Avoid a Good Trait loss. If the flagship is bad trait Impressed (IV), Difficulty increases by two. Difficulty: 5 Advantage: Sailor
Bane Chain Knight Rods: This roll is made by the Fleet Tactician (alternate Master Soldiers). A drawn sword can cut-bat away ignited sailcloth to the water, even easier than one parries a swinging cutlass. Avoid a Good Trait loss. Regardless, lose Trait Fit for Commerce (III) Difficulty: 5 Advantage: Fencer
Bane Chain Knave Rods: This action should be attempted by all players. A small matter, but does your clothing fit, especially your boots? Just asking, perhaps go below to change. Avoid a Good Trait loss. Additionally, player who fails roll by the lowest total on the dice, switches role to Fleet Scapegoat. Difficulty: 7 Advantage: Merchant
Bane Chain Ten Rods: This roll is made by the Flagship’s Vicar (alternate Chronicler). Keep an anxious marine from breaking military silence, required of the reserves in the hold, by snatching his readied musket before he prematurely fires and spoils the ploy. Avoid a Good Trait loss. Difficulty: 6 Advantage: Disarming Blows*
Bane Chain Nine Rods: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). Measure, bag and deliver the ready powder for the demiculverins. Avoid loss of Barrage Pip. Difficulty: 8 Advantage: Gunner-Gunsmith
Bane Chain Eight Rods: This roll is made by the Flagship’s Master Arms (alternate Tactician). Unshakably command your section with discipline, fairness and expectation for excellence. Avoid a Good Trait loss. Difficulty: 11 Advantage: Trait Lordly
Bane Chain Seven Rods: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). Rouse your section following a powerful concussive that has leaves all partially deaf. Avoid a Good Trait loss. If the flagship is good trait Obedient (V), Difficulty decreases by one. Difficulty: 10 Advantage: Rabblerouser
Bane Chain Six Rods: This roll is made by the Flagship’s Master Sails (alternate Navigator). Up the topsail and shorten the stays as you come about. Avoid loss of Barrage Pip. Difficulty: 8 Advantage: Trait Dashing
Bane Chain Five Rods: This roll is made by the Flagship’s Master Guns (alternate Quartermaster). With your arms full of sabots and wadding, you need to roll the next powder keg forward with your foot. Fail and suffer a Boarding Penalty. Additionally, fail roll and become the Fleet Scapegoat. Difficulty: 7 Advantage: Effective Spurning*
Bane Chain Four Rods: This roll is made by the Flagship’s Pilot (alternate Master Sails). No giddy jaunt across the bay, maneuver the vessel with deadly tactical precision. Avoid loss of Barrage Pip. Difficulty: 9 Advantage: Man-at-Arms
Bane Chain Three Rods: This roll is made by the Fleet Navigator (alternate Pilot). Discipline is all that differentiates you from the headlong enemy. Let them break into the wind first. Fail and suffer a Boarding Penalty. Difficulty: 6 Advantage: Obedient (V)
Bane Chain Two Rods: This roll is made by the Flagship’s Grumbler (alternate Vicar). Remind the men of what’s best in life, retiring rich from captured prizes, surrounded by loving chattel. Avoid a Good Trait loss. Difficulty: 7 Advantage: Privateer (IV)
Bane Chain Ace Rods: This roll is made by the Fleet Scapegoat, alone. Tightly bundled explosives—You've used those before, right? Avoid suffering a vicious wound; ship suffers half a D8 trait loss if no one steps into the role. Difficulty: 5 Advantage: Prospector-Sapper


Yours,

   red



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