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Q&D Studding Sails
Studding Sails King: Wrest the sundered ship’s wheel and estimate the heading, adjusting for loose sheets akimbo. Success and escape further peril. Regardless, lose one flagship Trait. If character has skill Captain-Ship's Pilot, Difficulty decreases by two. Difficulty: 11 Advantage: Wrestling Holds*
Studding Sails Queen: Exhort the men; focus their exhausted actions to the overwhelming tasks. Fail and fall with a vicious wound. If character has Slaver, Difficulty decreases by two. Difficulty: 9 Advantage: Attract Fire*
Studding Sails Knight: Shed weight, toss at least one point of cargo (from any vessel) to get the edge and leave the bedeviled danger zone. First, pick a cargo item to gift to Davy-Jones. Fail roll and lose one ship or one companies of soldiers-marines (shoving men overboard to shed the tonnage). Regardless, reset the combat die modifiers back to zero. If character has Sailor, Difficulty decreases by two. Difficulty: 11 Advantage: Trait Lordly
Studding Sails Knave: Never a wrong time to settle an old score with a grumbler. Fail and fall with a vicious wound. Regardless, lose one flagship Trait. If character lacks Pugilist, Difficulty increases by four. Difficulty: 9 Advantage: Uncontested Dagger Thrust*
Studding Sails Ten: Join the hoist of tossing the clutter caused by cannonade, heave up and over the rail. Success and escape further peril. Regardless, reset the combat die modifiers back to zero. If character lacks Trait Stout, Difficulty increases by four. Difficulty: 12 Advantage: Feigns*
Studding Sails Nine: Triage the wounded inside your own cabin. Fail and lose one flagship Trait. Regardless, reset the combat die modifiers back to zero. If character lacks Physician, Difficulty increases by four. Difficulty: 12 Advantage: Better Valor*
Studding Sails Eight: Employ your cutlass as a hammer, screwdriver, pry bar and saw…whatever is needed for the hasty reconstruction. Fail and lose any Swaggering. If character lacks Tradesman, Difficulty increases by four. Difficulty: 11 Advantage: Irregular Swordstrokes*
Studding Sails Seven: Dive into the sea to salvage a dragging anchor or thread a broken rudder chain. You may be treading water for a good sum of time. Fail and lose one flagship Trait loss. Player may sacrifice himself (or another) for the greater good, taking a vicious wound but allowing escape (from this Q&D); skip roll if agreed. Difficulty: 11 Advantage: Effective Spurning*
Studding Sails Six: Nothing a slip-dash coat of tar won’t plug. Fail and burned for a skin pealing vicious wound. Regardless, lose a company of soldiers-marines. If character lacks Tinker, Difficulty increases by four. Difficulty: 7 Advantage: Chiasmic Actions*
Studding Sails Five: Render harmless a misfired cannon, pointed upside down with business end to the hold. Success and escape further peril. If character has Gunner-Gunsmith, Difficulty decreases by two. Difficulty: 11 Advantage: Disarming Blows*
Studding Sails Four: Ladle out the grog; reward the lads for the strict work and continued challenges ahead. Fail and lose one flagship Trait. Regardless, all Difficulties going forward add a penalty of one. If character has Apothecary, Difficulty decreases by two. Difficulty: 9 Advantage: Man-at-Arms
Studding Sails Three: Refuse any coward who shirks duties aloft to seek cover below; hardly the time to explain that there is no shelter in this storm of enemy grapeshot. Success and escape further peril. Regardless, lose a purse of coins or article of clothing, suffer a cheek scar or have all your hair singed off. If character has Man-at-Arms, Difficulty decreases by two. Difficulty: 13 Advantage: Hilt Punch*
Studding Sails Two: Speak in staccato sentences, directing the recovery labors of the crew in the common vernacular. Fail and lose own flagship Trait. If character has Interpreter, Difficulty decreases by two. Difficulty: 10 Advantage: Repartee*
Studding Sails Ace: There’s a right way and a rushed way; whichever reparation sequence you undertake had better be both. Success and escape further peril. But fail and lose a flagship Trait. If character has Architect-Shipwright, Difficulty decreases by two. Regardless, reset the combat die modifiers back to zero. Difficulty: 12 Advantage: Charismatic Style*

Sea Flair Magician: Increase Difficulties of all rolls by one, unless all players voluntarily lose Lordly. A character w/o this trait loses all his traits, devolving into panic.
Sea Flair High Priestess: Increase Difficulties of all rolls by one, unless all players voluntarily lose Man-at-Arms skill. A character w/o this skill loses all his skills, frustrated by the utter lack of finesse.
Sea Flair Empress: Ignore the effects of all major tarot going forward, until deck reshuffles.
Sea Flair Emperor: Each player may use a make-roll for his next action; this special opportunity does not count toward the restriction of only one make-roll per battle. This card partially cancels a previous or future Devil event; players regain or retain half their make-rolls (round down) should the Devil card has already occurred.
Sea Flair Pope: Guided by prayer; all players gain plus one to rolls.
Sea Flair Lovers: Select someone, typically a friend, to suffer a vicious wound. The battle’s dice modifier is reset to zero, no advantage.
Sea Flair Chariot: Extra enemy flotilla arrives. All Difficulties increase by three.
Sea Flair Justice: The winds die. Unless the players ship is oared or towed, Difficulty increases by two. One player must lose actions and command the jollyboats? He suffers a vicious wound if the battle is not over before the next Cup flip.
Sea Flair Hermit: Mutineers seize the opportunity for mischief and gain. Unless one player drops from the action and battles them to a stalemate below, Difficulty increases by five. He suffers a vicious wound if the battle is not over before the next Sword flip.
Sea Flair Wheel: Shuffle and continue.
Sea Flair Force: The selecting player suffers a vicious wound and must continue in the engagement. This wound will recover after the battle; however, he might suffer a second strike and be slain. The battle’s dice modifier is reset to zero, no advantage.
Sea Flair Hanged Man: The rigging is on fire. Unless one player drops from the action and fights the spread of sparks, Difficulty increases by two. He suffers a vicious wound if the battle is not over before the next Rod flip.
Sea Flair Death: One character, wounded in this battle, dies of shock. If more than one is currently wounded, Ref determines victim based lowest advancement in level. The battle’s dice modifier is reset to zero, no advantage.
Sea Flair Temperance: The crew is exhausted, and many cannot remain at their posts. Send the lads off to slumber or suffer a minus four penalty. If the men are allowed to sleep, one player must cover for all the missing midshipmen. He suffers a mishap and vicious wound if the battle is not over before the next Coin flip.
Sea Flair Devil: All make-rolls for the remainder of this battle are lost. Only upon victory will the players restore half their make-rolls post battle.
Sea Flair Tower: Next player to fail a roll on any event suffers a vicious wound. He must continue with his walking injury, unless the failed event says otherwise.
Sea Flair Stars: Night falls or fog envelops, a blessing. Restart fresh with only a plus one positive bonus to dice. Wounds and loses do remain.
Sea Flair Moon: False hope drives a foolish action. Triple the bad traits suffered for the remainder of the action.
Sea Flair Sun: The battle is over; the enemy has been outdistanced.
Sea Flair World: Arguments over the updates, vigorous rivalry, or challenges to orders, cause confusion. All Difficulties increase by one.
Sea Flair Judgment: All players this round may skip their card flip as optional. The card is revealed, before the players must decide. However, major arcana still apply.
Sea Flair Fool: The time for simplistic, amateur endeavors has passed. If the player fails his next action, the ship’s contingency of marines are raked by grapeshot and slaughtered.


Yours,

   red



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