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Outlands Great Beast Q&D Teaser


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King Great: Appear confident, all the while quaking inside. Fail and suffer a vicious wound. Regardless, suffer minus a half D8 penalty on rolls for the remainder of combat. If the character is Skill Man-at-Arms or Trait Bold, the Difficulty reduces by two for each. Difficulty: 13 Advantage: Blade Eminent (E)
Queen Great: Was the sound of that crack the speed of your whiplash attack or the snap of your elbow? Fail and suffer a vicious wound. If the character is Skill Brawler or Trait Energetic, the Difficulty reduces by two for each. Difficulty: 13 Advantage: Blade Knightly (G)
Knight Great: Reveal a long kept secret from your past, a harsh upbringing, tale of woe,Ö, really, now? You could have been a warrior monk, an exotic hunter, one of the emperorís janissary, etc. The point being, you know this creature or were taught by an expert. Fail and not so much, very confused about everything (you liar); suffer a vicious wound. Regardless, lose any Swaggering Technique from opportune maneuvers; your true knowledge is that the monster is way beyond invincible, if fought where it sleeps. Your technique loss may be taken personally, or from your weapon, mount or magical abilities. It may NOT be lost from the groupís longboat. A character without techniques to lose is outright slain; great scene though Ė a tearful monologue reveal and the clue to winning. (Bravo, good death sir.) If the character is Skill Armorer-Smith or Bowman, the Difficulty reduces by two for each. Difficulty: 12 Advantage: Skill Occult Scholar
Knave Great: Force the foe to give chase out of his sanctuary, lair, refuge or warded domain (vault of infinite pain). Success and enemy is reduced one ferocity to Heinous; this change will take place for all players who have yet to have a preliminary event or face the monster in later rounds. But, fail and fall with a vicious wound. If the character is Skill Bowman or Trait Methodical, the Difficulty reduces by two for each. Difficulty: 14 Advantage: Wizardry Celestial (G)
10 Great: Overcome the anguish, sorrow and resignation, which compromises your ability to fight; the beast is terrifyingly glorious. Fail and suffer a vicious wound. If the character is Skill Berserker or Trait Rugged, the Difficulty reduces by two for each. Difficulty: 15 Advantage: Trait Bold
9 Great: Creatures, such as these, often must be slain by a certain kind or unique magical weapon; ensure yours is animated with the necessary virtues. Fail and suffer a vicious wound. If the character is Trait Clever or Gifted, the Difficulty reduces by two for each. Difficulty: 12 Advantage: Blade Fantastic (D)
8 Great: Shelter in a spot, where the massive beast would be unable to fit. Nor quite easily fill with fiery breath? Fail and suffer a vicious wound. If the character is Skill Acrobat, Delver or Grit-Stamina, the Difficulty reduces by two for each. Difficulty: 14 Advantage: Wizardry Shape Shifting (J)
7 Great: Collect the prize purse or medal reward for being the first to touch the beast (or sprint past the monster in total panic). Fail and suffer a vicious wound. If the character is Skill Man-at-Arms or Pugilist, the Difficulty reduces by two for each. Difficulty: 16 Advantage: Trait Gifted
6 Great: Knowing the monster is vain, fan its rage. Adorn its lair with graffiti or consecrate the ground with your clan colors, holy oils, a legion banner, lordly sigil, shield crest, etc. The beast froths and expels a belching cloud of death; thatís one, now hope the foe has some daily limit. Fail and knocked out by a second or third such vile discharge. If the character is Skill Grit-Stamina or Pugilist (school o' knocks), the Difficulty reduces by two for each. Difficulty: 15 Advantage: Blade Paladin (P)
5 Great: To slay a great beats requires an even greater knight. Fail and knocked out. If the character is Skill Armorer-Smith or Equestrian, the Difficulty reduces by two for each. Difficulty: 15 Advantage: Mount Replenishing (J)
4 Great: Monsters such as these both defend their lairs, but also become caged by outsiders who trap those entrances or build magically warded chasms or moats to cage such threats. You may have gotten lucky entering; but to get out of harms way, youíll need to take a leap of faith (perhaps literally). Success and escape the battle; player may remain with a plus two die roll modifier. But, fail and lose all remaining make-rolls. Regardless, suffer minus a half D8 penalty on rolls for the remainder of combat. If the character is Skill Acrobat or Berserker, the Difficulty reduces by two for each. Difficulty: 16 Advantage: Trait Methodical
3 Great: Flattery may not get you closer to winning, but a slight delay of the unthinkable might suffice. Fail and kneel reverently to your new god; secured as a helpless captive. If the character has Skill Houndsman (Beasts), Delver or Equestrian, the Difficulty reduces by two for each. Difficulty: 15 Advantage: Swagger Repartee (P)
2 Great: Normally you fight fair, detest ploys and try to kill with one clean blow; but this thing, this wicked dinosaur, makes you scream in primal outrage. Fail and lose any Swaggering Technique just in opportune maneuvers. This loss may be taken personally, or from your weapon, mount or magical abilities. It may NOT be lost from the groupís longboat. A character without techniques to lose is outright slain. Regardless, suffer minus a half D8 penalty on rolls for the remainder of combat. If the character is Skill Brawler or Duelist, the Difficulty reduces by two for each. Difficulty: 14 Advantage: Blade Herculean (J)
Ace Great: The monsterís larger than a dog, but seems to have roughly the same features head to tail. Get to the end that thinks and deliver a devastating strike. Fail and suffer minus a half D8 penalty on rolls for the remainder of combat. If the character is Skill Acrobat or Duelist, the Difficulty reduces by two for each. Difficulty: 12 Advantage: Swagger Crushing Blow (G)



Yours,

   red



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