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Q&D Grande Barrage Cards, pt 5-6


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Grape King Swords: This roll is made by the Fleet Commander, alone. Your expertise has been amassed from years on the water. Success and Boarding Boon. Difficulty: 6 Advantage: Sailor
Grape Queen Swords: This roll is made by the Fleet Chronicler (alternate Grumbler). Sometimes the best place to be is someplace safe and out of everyone’s way. Success and Boarding Boon, but fail and suffer Flagship Trait loss. Difficulty: 6 Advantage: Spy
Grape Knight Swords: This roll is made by the Fleet Tactician (alternate Master Soldiers). Your courage is the example; from anyplace on the vessel, the men espy the glint of your regalia. Success and Boarding Boon. Difficulty: 8 Advantage: Armorer
Grape Knave Swords: All players should attempt this roll. Someone (for each of you) takes advantage of the situation to settle old scores. You may not even recall the assailant or his peeve. Avoid being knocked out and left as dead. Regardless, next event is decided by the card’s suit. Difficulty: 10 Advantage: Pugilist
Grape Ten Swords: This roll is made by the Fleet Scapegoat, alone. In one perfect heroic moment, perhaps your selfless last, the jinx could redeem himself? Success and VICTORY; however, someone else would need to step into the role in order for that person’s final act to have any chance of triumph. Optional, if no one volunteers, the opportunity passes with no consequence. Difficulty: 12 Advantage: Trait Dashing
Grape Nine Swords: This roll is made by the Fleet Navigator (alternate Pilot). Call on all to fight for the honor of their good family names. Success and Boarding Boon. Difficulty: 10 Advantage: Trait Lordly
Grape Eight Swords: This roll is made by the Flagship’s Vicar (alternate Chronicler). Swing the censer and fill the nostrils of all with the memories of self-sacrifice and divine will. Success and gain Barrage Pip. Difficulty: 8 Advantage: Apothecary
Grape Seven Swords: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). Fighting is merely a small part of most expeditions; true power comes from artfully applied logistics. Success and Boarding Boon. Difficulty: 6 Advantage: Accountant-Bookkeeper
Grape Six Swords: This roll is made by the Flagship’s Grumbler (alternate Vicar). The problem of the moment is completely solved by punching the man next to you. Success and Barrage Pip, but fail and suffer Flagship Trait loss. Difficulty: 8 Advantage: Brawler
Grape Five Swords: This roll is made by the Flagship’s Master Arms (alternate Tactician). A few weeks (months) back at launch of voyage, the dockmaster wanted to proclaim some of your accoutrements contraband. Those items seem critical now. Success and Boarding Boon. Regardless, lose Trait Royal Charter (VI) Difficulty: 10 Advantage: Briber
Grape Four Swords: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). Extend your arm and discharge your piece in what only later might be fully appreciated as your finest shot of record. Success and gain Barrage Pip. If the players fight a flotilla of savage canoes, Difficulty increases by one. Difficulty: 10 Advantage: Pistoleer
Grape Three Swords: This roll is made by the Flagship’s Master Guns (alternate Quartermaster). Harpoon the fools with powder backed ballistae from the upper rail faconettes. Success and Boarding Boon. Difficulty: 8 Advantage: Crossbowman
Grape Two Swords: This roll is made by the Flagship’s Master Sails (alternate Navigator). Never have you bent or broken a sword in battle, but will this be that first? Success and gain Barrage Pip. If the players face a nation’s designated flagship, Difficulty increases by three. Difficulty: 6 Advantage: Fencer
Grape Ace Swords: This roll is made by the Flagship’s Pilot (alternate Master Sails). Near miss and resulting wave wake causes the tiller wheel to radically spin. Success and VICTORY, but fail and suffer Flagship Trait loss. Regardless, lose Trait Prized Cargo (IX) Difficulty: 5 Advantage: Wrestling Holds*

Bane Grape King Swords: This roll is made by the Fleet Commander, alone. Damn the complicated plan, your survival instinct has never failed you to date. Avoid loss of Barrage Pip. Difficulty: 6 Advantage: Trait Cunning
Bane Grape Queen Swords: This roll is made by the Fleet Chronicler (alternate Grumbler). Add authenticity to the tales you’ll tell by reciting the peculiarity of spars, rigs and yards, especially in the vulnerable sheet tattered enemy. Fail and suffer a Boarding Penalty. If the flagship is bad trait Pestilent (VIII), Difficulty increases by two. Difficulty: 6 Advantage: Comradery (XI)
Bane Grape Knight Swords: This roll is made by the Fleet Tactician (alternate Master Soldiers). Make your heroic presence obvious by standing tall on the quarterdeck, while crooning encouragement. Fail and suffer a Boarding Penalty. Difficulty: 8 Advantage: Trait Stout
Bane Grape Knave Swords: All players should attempt this roll. A wholly unknown adversary or usurper takes you by surprise, keeping you from performing your duties. Avoid being undermined in your role. Fail and lose a Barrage Pip. Difficulty: 10 Advantage: Oriental Pummeling*
Bane Grape Ten Swords: This roll is made by the Flagship’s Vicar (alternate Chronicler). Soldiers keep handing back firearms for you to prep, turning you into a human musket stand. Avoid a Good Trait loss. If the flagship is good trait Royal Charter (VI), Difficulty decreases by one. Difficulty: 12 Advantage: Automatic Reload*
Bane Grape Nine Swords: This roll is made by the Flagship’s Quartermaster (alternate Master Arms). Remain composed with dirk sheathed, as every seaman coming to you for munitions slobbers a simpleton’s quip. Avoid loss of Barrage Pip. Additionally, fail roll and become the Fleet Scapegoat. Difficulty: 10 Advantage: Repartee*
Bane Grape Eight Swords: This roll is made by the Flagship’s Master Arms (alternate Tactician). Keep a man from accidentally impaling himself on his own blade as he trips. Avoid a Good Trait loss. If the flagship is good trait Seasoned Crew (II), Difficulty decreases by one. Difficulty: 9 Advantage: Seize Swordarm*
Bane Grape Seven Swords: This roll is made by the Flagship’s Master Soldiers (alternate Master Guns). Join the rotation of sharpshooters stepping to the rail to volley fire by ranks. Fail and suffer a Boarding Penalty. Difficulty: 7 Advantage: Man-at-Arms
Bane Grape Six Swords: This roll is made by the Flagship’s Master Sails (alternate Navigator). From your perch dispose of an especially troublesome enemy sharpshooter, before he singlehandedly fells every junior officer in the crew. Avoid a Good Trait loss. If the flagship is good trait Privateer (IV), Difficulty decreases by one. Difficulty: 9 Advantage: Tenacious Pistol Fire*
Bane Grape Five Swords: This roll is made by the Flagship’s Master Guns (alternate Quartermaster). End the life of a wailing sufferer, crushed and hemorrhaging beneath an overturned cannon. Avoid loss of Barrage Pip. If the flagship is good trait Comradery (XI), Difficulty decreases by one. Difficulty: 10 Advantage: Uncontested Dagger Thrust*
Bane Grape Four Swords: This roll is made by the Flagship’s Pilot (alternate Master Sails). Resist with every fiber of your being the temptation to snatch up a firearm and settle a score; right now your only duty is to maintain a compass heading. Avoid a Good Trait loss. Difficulty: 10 Advantage: Article Vigilant (X)
Bane Grape Three Swords: This roll is made by the Fleet Navigator (alternate Pilot). Assess the enemy vessel’s hull line and determine where they mathematically will travel in fifteen minutes time. Avoid loss of Barrage Pip. Additionally, fail roll and become the Fleet Scapegoat. Difficulty: 9 Advantage: Architect-Shipwright
Bane Grape Two Swords: This roll is made by the Flagship’s Grumbler (alternate Vicar). Tend to the stricken, tourniquet the wounded and stack the corpses. Avoid a Good Trait loss. If the flagship is good trait Abundant Stores (VII), Difficulty decreases by one. Difficulty: 7 Advantage: Physician
Bane Grape Ace Swords: This roll is made by the Fleet Scapegoat, alone. Many your fellow crewman on the gun deck has made silent prayer before sleep that misfortune befall you and not them. Avoid a vicious wound; ship suffers a good trait loss if no one steps into the role. Difficulty: 6 Advantage: Gunner-Gunsmith


Yours,

   red



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