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Q&D Grande Barrage Cards, pt 4-6


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At Will King Coins: This roll is made by the Fleet Commander, alone. The entire crew discusses your exploits in hushed tones, using your name to dispel fear; newspaper accounts are kept wadded in crew pockets as talisman. Success and VICTORY. Difficulty: 6 Advantage: Forger
At Will Queen Coins: This roll is made by the Fleet Chronicler (alternate Grumbler). Few expect anything of noncombatants in the battle; prove those naysayers wrong. Success and Boarding Boon. Difficulty: 8 Advantage: Trait Dashing
At Will Knight Coins: This roll is made by the Fleet Tactician (alternate Master Soldiers). Remind the men how much they have to lose in defeat; how close they are to home, and the fine life which awaits. Success and VICTORY, but fail and suffer Flagship Trait loss. Difficulty: 8 Advantage: Prized Cargo (IX)
At Will Knave Coins: This roll may be attempted by any player. Inspire great admiration from a underling deemed worthy of your notice. Success and attract a loyal servant. In some cases, the Ref may decide that the henchmen takes a wound that might kill the player. Unless the player already has a loyal man-servant, this result only lasts until the end of the mission. However, if the player has already made a servitor (by this or another event), the lackey may follow along into future adventures. Your sidekick may even level at a rate of half that of your rate, but his real value is to soak off one death blow. He also makes a fine scapegoat. Regardless, next event is decided by the card’s suit. Difficulty: 8 Advantage: Inquisitionist
At Will Ten Coins: This roll is made by the Fleet Scapegoat, alone. Grab your turn at the tiller from a fatigued helmsman and steer a course to triumph. Success and gain Barrage Pip, but fail and suffer Flagship Trait loss. Automatic fail if no one steps into the role. If the flagship is good trait Fit for Commerce (III), Difficulty decreases by one. Difficulty: 8 Advantage: Captain-Ship's Pilot
At Will Nine Coins: This roll is made by the Fleet Navigator (alternate Pilot). The undulating seas make linear distance nearly impossible to assess, and yet you must bring the vessel to a range without overshooting and giving the enemy a greater chance. Success and gain Barrage Pip. Difficulty: 7 Advantage: Gunner-Gunsmith
At Will Eight Coins: This roll is made by the Flagship’s Vicar (alternate Chronicler). Practiced ability and empathy for the fighting elite makes your contrition more sincere, your absolution appropriately lenient. Success and Boarding Boon. Difficulty: 6 Advantage: Man-at-Arms
At Will Seven Coins: This roll is made by the Flagship’s Grumbler (alternate Vicar). There is a sound logic in the crew’s belief in you as their spokesman; bring out that bravado in all. Success and gain Barrage Pip. Difficulty: 8 Advantage: Trait Lordly
At Will Six Coins: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). Sometimes the banter is hard to decipher, so many men revert to native tongues under stress. What the devil are they calling for? Success and Boarding Boon, but fail and suffer Flagship Trait loss. Regardless, lose Trait Orderly (VIII) Difficulty: 7 Advantage: Interpreter
At Will Five Coins: This roll is made by the Flagship’s Master Arms (alternate Tactician). Flaming Arrows and signal fireworks, magical at dusk or in the early dawn fight, but placement oh so important as well. Success and gain Barrage Pip. Difficulty: 6 Advantage: Longbowman
At Will Four Coins: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). Your training drills were bloodless battles, making true battle a bloody drill. Success and gain Barrage Pip. Success and Barrage Pip, but fail and suffer Flagship Trait loss. Difficulty: 8 Advantage: Heroic Swordplay*
At Will Three Coins: This roll is made by the Flagship’s Master Guns (alternate Quartermaster). Relocate the brick oven and stoke the coals to supply the gunners with heated shot, increasing resulting fires in the enemy sheets. Success and VICTORY, but fail and suffer Flagship Trait loss. Difficulty: 8 Advantage: Trait Cunning
At Will Two Coins: This roll is made by the Flagship’s Master Sails (alternate Navigator). Run up every last scrape of fabric you can find, which will catch the wind. Success and Boarding Boon. Difficulty: 6 Advantage: Abundant Stores (VII)
At Will Ace Coins: This roll is made by the Flagship’s Pilot (alternate Master Sails). Loose the tangled jib line from a pulley and turnbuckle. Success and Boarding Boon, but fail and suffer Flagship Trait loss. If the flagship is bad trait Disorderly (V), Difficulty increases by two. Difficulty: 6 Advantage: Hilt Punch*

Bane At Will King Coins: This roll is made by the Fleet Commander, alone. Fell a well concealed sniper at an impossible distance, long before either side would discharge (yet again) the long guns. Avoid loss of Barrage Pip. If the flagship is bad trait Plagued (II), Difficulty increases by two. Difficulty: 6 Advantage: Hunter
Bane At Will Queen Coins: This roll is made by the Fleet Chronicler (alternate Grumbler). Comfort the wounded with quaint stories of harvest and smorgasbord that await the cripples back home. Avoid loss of Barrage Pip. If the flagship is bad trait Pyrate (VI), Difficulty increases by two. Difficulty: 8 Advantage: Gentry-Husbandman
Bane At Will Knight Coins: This roll is made by the Fleet Tactician (alternate Master Soldiers). Cut loose a solitary grapnel, before this errand boy courts bad company. Avoid loss of Barrage Pip. Optional, continue with repulsing and counter boarding, but at minus one to the current Boarding Bonus. Difficulty: 8 Advantage: Irregular Swordstrokes*
Bane At Will Knave Coins: All players should attempt this roll. Do you feel lucky or fated or both? God may be smiling on you today. Of course, the devil always has you in his mind’s eye. Avoid loss of Barrage Pip. Difficulty: 8 Advantage: Cards-Dice
Bane At Will Ten Coins: This roll is made by the Flagship’s Vicar (alternate Chronicler). Make yourself relevant by peeking above the rail, gathering some intel on the relative positions and reporting to the commander. Avoid a Good Trait loss. Difficulty: 9 Advantage: Navigator
Bane At Will Nine Coins: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). Kill a grenadier, while he lights the fuse on his bomb before hurling. Avoid a Good Trait loss. If the flagship is good trait Prized Cargo (IX), Difficulty decreases by one. Difficulty: 8 Advantage: Pistoleer
Bane At Will Eight Coins: This roll is made by the Flagship’s Master Arms (alternate Tactician). Now’s a great opportunity to experiment with several configurations of explosives and mortars. Avoid loss of Barrage Pip. Difficulty: 6 Advantage: Gunner-Gunsmith
Bane At Will Seven Coins: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). While handing off your firearm for reload, belay a suicidal bombsmith swinging down from the enemy mainmast. Avoid a Good Trait loss. Regardless, lose Trait Battle Ready (I) Difficulty: 8 Advantage: Oriental Pummeling*
Bane At Will Six Coins: This roll is made by the Flagship’s Master Sails (alternate Navigator). As the vessel violently rolls, deflect a loose cask bouncing across the listing deck. Fail and suffer a Boarding Penalty. Additionally, fail roll and knocked out in the subsequent engagement. Difficulty: 7 Advantage: Effective Spurning*
Bane At Will Five Coins: This roll is made by the Flagship’s Master Guns (alternate Quartermaster). Fan away the smoke accumulating below deck to clear the air and gain some command visibility. Fail and suffer a Boarding Penalty. Regardless, lose Trait Abundant Stores (VII) Difficulty: 6 Advantage: Gesticulate Garment*
Bane At Will Four Coins: This roll is made by the Flagship’s Pilot (alternate Master Sails). Direct the seamen aloft to trim the sheets and reduce speed. Avoid a Good Trait loss. Additionally, fail roll and become the Fleet Scapegoat. Difficulty: 7 Advantage: Sailor
Bane At Will Three Coins: This roll is made by the Fleet Navigator (alternate Pilot). The knots have come loose, and the yards have crossed. Going to take a dozen men to pull them fast; suppose you better help. Avoid loss of Barrage Pip. If the flagship is bad trait Corrupt (X), Difficulty increases by two. Difficulty: 8 Advantage: Trait Stout
Bane At Will Two Coins: This roll is made by the Flagship’s Grumbler (alternate Vicar). Direct the transfer of wounded to improvised hospital space in holds below the waterline. Fail and suffer a Boarding Penalty. If the players fight massive Oriental Junks, Difficulty increases by seven. Difficulty: 9 Advantage: Trait Cunning
Bane At Will Ace Coins: This roll is made by the Fleet Scapegoat, alone. Brandish your crucifix to turn the glares of those who find your presence an ill omen. Avoid suffering a half D8 trait loss; automatic fail if no one steps into the role. Difficulty: 6 Advantage: Goldsmith


Yours,

   red



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