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Mission Consequence Encounters
These are NPCs, servitors and events that happen because of the mission, motives and opposition. These also direct the phase to change or the scenario to enter the climax. Whenever during travel a mission consequence encounter is generated, the descriptions below are consulted.

The following are always mission consequence: King, Queen, Knight, Knave, Maiden, Martyr and Ten.

The following are mission consequence only when drawn in their respective phases:

Phase A – Ace, Two and Three
Phase B – Four, Five and Six
Phase C – Seven, Eight and Nine

Mission Consequence
King: Cartels, Political Factions or Historic figures of campaign take an interest.
Queen: Agents and messages from your patron.
Knight: NPC agents.
Knave: Agents of opposition, mostly the rival’s own.
Maiden: Treat the card as both a Ten and a Knave. The Knave should always take Direct Action and force a fight.
Martyr: See Martyr Chart below.
Ten: Phase change, a good card.
Nine: Realization the climax is here; treat as a Queen and Ten.
Eight: Last opposition before the climax; treat as a Knave and Ten.
Seven: Pyrrhic victory and set-back for group; Phase returns to B.
Six: Anticlimax; Phase returns to A.
Five: Opposition to the opposition, other allies reveal themselves. Treat as Queen or a Knight.
Four: Opposition, often the rival’s minions. Treat as a Knave and a Ten.
Three: Realization of commencement; the next setting is reached; treat as a Queen and Ten.
Two: Opposition to commencement, the first agents of the rival; treat as a Knave and Ten.
Ace: Ultimate commencement, luck or fate moves the plot forward; jump to Phase C as a pair of Tens. Any interphase special events, A to B and B to C, may still need to be resolved

Martyr Chart
Artifice: For the remainder of travel encounters, Knaves also advance the phase like Tens. If any remain to play, reduce by one the count of Inventive Traits used toward surviving swagger loss or stopping a forced Irregular method.
Inverted: The ship experiences problems which are impossible to mitigate. Lose one swaggering, take letter (A) or the closest to it. If the ship has no more swaggering to lose, the group’s Dauntless Perisher suffers catastrophic mishap. Everyone in the party suffers a vicious. To continue the group will need to secure alternate transport.
Commerce: All Mission Inconsequence Encounters have less impact. Subtract one from the Rank of any pairing; Ref may even decide to ignore Routine events in the Setting. If any remain to play, reduce by one the count of Inventive Traits used toward surviving swagger loss or stopping a forced Irregular method.
Inverted: A previous King encounter, one which helped the players, either regrets his involvement or was being duplicitous. If none have occurred, treat this as the Patron having second thoughts or doubts about the party loyalty. The group should suffer some loss accordingly. e.g. Retrograde the Phase or suspend use of Command Proxy for the remainder of the adventure.
Fidelity: For the remainder of travel encounters, Queens also advance the phase like Tens. If any remain to play, reduce by one the count of Inventive Traits used toward surviving swagger loss or stopping a forced Irregular method.
Inverted: The squad is called away and redirected to a priority assignment. This is treated as a battle, but not involving the main rival.
Intrigue: All Mission Inconsequence Encounters will tend to be unfavorable. Add one to the Rank of any pairing; Rank Eight Catch-All remain Catch-All for resolution.
Inverted: A previous Knight encounter is treacherous; hopefully someone is traveling in the group’s service, else a mutiny of the tin-heads results. A fight will typically occur. In the aftermath, each player should lose a swagger, often collectively from the ship from sabotage. Recall, Inventive Trait collectively ignores a number of lost swaggering each adventure.
Politics: For the remainder of travel encounters, Kings also advance the phase like Tens. If any remain to play, reduce by one the count of Inventive Traits used toward surviving swagger loss or stopping a forced Irregular method.
Inverted: Ignore any Campaign Events that are generated during this adventure. When selected, skip to the next encounter without consequence. Campaign changes fostered by player actions or extreme situations generated by some categories of Mission Inconsequence encounters still may occur.
Stellar: The stars seem to be aligned in the squad’s favor. All players around the table may correct or resolve a problem in their character. Each could restore Trait Strategic Benefits to baseline, erase a debt or fear, zero out Insanity, buff up the old suit without a PM Cycle, remove a negative personality flaw, or obtain a personal goal. The Referee must give permission to any request, else this could become too much like a wish spell. The benefit of Inventive Traits, used toward surviving swagger loss or stopping a forced Irregular method, is exhausted by this event.
Inverted: Ignore any Personal Events that are generated during this adventure. When prompted, skip to the next encounter without a result.
Valor: For the remainder of travel encounters, Knights also advance the phase like Tens. If any remain to play, reduce by one the count of Inventive Traits used toward surviving swagger loss or stopping a forced Irregular method.
Inverted: The party may advance the phase in steps, even up to the Climax Challenges. However, each move requires someone to suffer a vicious wound. These walking wounds may not be blocked by Durable Trait. If no one makes a sacrifice, each player character should lose one swagger, Savvy if available. The prime player commander must designate who takes the injury.
Void: The commanding player character may gain Make-Rolls to be used before the Climax Challenges. However, each one added requires someone to suffer a vicious wound. These walking wounds may not be blocked by Durable Trait. If no one makes a sacrifice, each player character should lose one swagger, Funky Power if available. The prime player commander must designate who takes the injury for his gain. He may designate himself, as the card suggests, be the martyr. However, if he dies during the adventure, ever other player must roll Psychoanalysis as if they failed their Insanity roll.
Inverted: Skip travel encounters entirely and move straight to the Climax Challenges. If the adventure was primarily an exercise in the difficulty of the party’s travels and travails, treat the card instead as a Queen setback and Ten to get things moving.



Yours,

   red



Message Replies:
Got a little jammed up in the Pronouns -- Iron Conrad (posted: 6/1/2019) 
Boy, you need a refresher on how this played -- red (posted: 6/1/2019) 
It's called Feedback ... no harm, no foul ... -- Iron Conrad (posted: 6/4/2019) 
Martyr -- Seemed a Useful Distinction -- Iron Conrad (posted: 6/1/2019) 
It was just a teaser -- red (posted: 6/1/2019) 
I was coding it ... -- Iron Conrad (posted: 6/1/2019) 
If it catches on? -- red (posted: 6/1/2019) 
 
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