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Q&D Slay General (Warchief)
Slayer King: Would take a perfect shot, an impossible shot, to fell the man at this distance. Success here and create this negative condition. Regardless, gain one swagger or cancel your vicious. Difficulty: 11 Advantage: Skill Longbowman
Bane: His manservants and select guard are formidable. Fail and temporarily lose a Trait for the remainder of these events. Difficulty: 13 Advantage: Skill Man-at-Arms
Slayer Queen: Pretend to be the simpleton, bluff and jest, to gain access to the inner sanctum. Success here and create this negative condition. Regardless, gain info on one nation of your choice. Difficulty: 11 Advantage: Skill Juggler-Acrobat
Bane: Keep the reprisal at bay with flash and percussion. Fail and temporarily lose a Trait for the remainder of these events. Difficulty: 12 Advantage: Skill Pistoleer
Slayer Knight: Box yourself out of a bad situation. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Difficulty: 10 Advantage: Skill Pugilist
Bane: Keep your concentration even as men around you scream in agony. Fail and temporarily lose a Trait for the remainder of these events. Difficulty: 11 Advantage: Tenacious Pistol Fire* (R)
Slayer Knave: Speared and retreat post-haste. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, toggle your wound status; yet continue. Difficulty: 9 Advantage: Trait Dashing
Bane: View your target near helpless, at prayer, suddenly guilt-struck by the lack of fair game. Fail and lose further actions on any Q&D Slay General; you may have lost your stomach for cold blooded murder? Regardless, toggle your wound status; yet continue. Difficulty: 12 Advantage: Disarming Blows* (G)
Slayer 10: Get on with your dirty deed and keep the cost cheap. Success here and create this negative condition. If the character is not skilled Accountant-Bookkeeper, Difficulty increases by three. Difficulty: 9 Advantage: Heroic Swordplay* (L)
Bane: Grab hold of his throat, but sense age had crept into your joints from too many hours on the high seas. Fail and lose further actions on any Q&D Slay General; you may have lost your stomach for cold blooded murder? Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 13 Advantage: Wrestling Holds* (T)
Slayer 9: Mount and travel grand distances. Success and cancel your vicious or gain info on one nation of your choice. Difficulty: 10 Advantage: Skill Equestrian
Bane: Misfire and respond quickly. Fail and suffer a vicious wound. Flair: if the party has already taken or recovered three wounds during this sub-part, gain victory to create a negative condition. If character is skilled Crossbowman or Longbowman, Difficulty decreases by two for each. Difficulty: 10 Advantage: Chiasmic Actions* (E)
Slayer 8: Finish a preliminary tussle with him and his bully-boys. Success and cancel your wound or one on any other player. Difficulty: 11 Advantage: Skill Brawler
Bane: Delay and look for the kill strike, but your vision blurs from sudden pox or apparent witchcraft. Fail and lose further actions on any Q&D Slay General; you may have lost your stomach for cold blooded murder? Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Flamboyant Moves* (J)
Slayer 7: Realize that carrying a buckler is damn near ineffective in the gunpowder age. Success and cancel your vicious or gain one swagger. If the character lacks Skill Longbowman, Difficulty increases by three. Difficulty: 10 Advantage: Skill Armorer
Bane: Standard tactics will not work here, plan accordingly. Fail and lose further actions on any Q&D Slay General; you may have lost your stomach for cold blooded murder? Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 11 Advantage: Oriental Pummeling* (O)
Slayer 6: Size the man up and consider exploiting his flaws of character. Fail and lose further actions on any Q&D Slay General; you may have lost your stomach for cold blooded murder? Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 9 Advantage: Trait Cunning
Bane: Protect someone grappled in the fray. Fail and another character of your choice suffers a vicious wound. Regardless, lose one swaggering or suffer a vicious. Difficulty: 13 Advantage: Charismatic Style* (D)
Slayer 5: Kill one guard silently from a safe range. Success and cancel your vicious or gain one swagger. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Skill Crossbowman
Bane: Watch out, me hearties, the man has sharpshooters. Fail and another character of your choice suffers a vicious wound. Difficulty: 13 Advantage: Daring Pistol Fire* (F)
Slayer 4: Drink the manís bodyguard under the table (the night before) and wake with no hangover. Success and cancel your vicious or gain info on one nation of your choice. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Trait Stout
Bane: Fight with tooth and nail as your favorite blade shatters. Fail and lose further actions on any Q&D Slay General; you may have lost your stomach for cold blooded murder? Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Effective Spurning* (H)
Slayer 3: Delay until you can bind a cut and find a respite. Success and cancel your vicious or gain one swagger. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Skill Fencer
Bane: Improv, badly, with your off-hand blade. Fail and lose one swaggering. Regardless, toggle your wound status; yet continue. Difficulty: 12 Advantage: Irregular Swordstrokes* (N)
Slayer 2: Poison the manís messenger or valet. Success and cancel your vicious or gain info on one nation of your choice. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 11 Advantage: Skill Apothecary
Bane: Leap to hold back an ally from his own brash action. Fail and another character of your choice suffers a vicious wound. Difficulty: 13 Advantage: Hilt Punch* (M)
Slayer Ace: Insult his girth or his wifeís, forcing a personal duel of honor. Success here and create this negative condition. Difficulty: 9 Advantage: Trait Lordly
Bane: Mask the pain you feel after suffering a crushing strike by a hammer wielding anachronism. Fail and suffer a vicious wound. Difficulty: 7 Advantage: Feigns* (I)

Q&D Destroy Supply Magazine (Interdict)
Destroy King: Analyze the terrain and find the chokepoint. Success here and create this negative condition. Regardless, gain one swagger or cancel your vicious. Difficulty: 10 Advantage: Trait Cunning
Bane: Keep focus, attend to the small matters, like cleaning your pistols after traversing a river. Fail and temporarily lose a Trait for the remainder of these events. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Automatic Reload* (B)
Destroy Queen: Fell many trees and block the wagon trail. Success here and create this negative condition. Regardless, gain info on one nation of your choice. Difficulty: 9 Advantage: Trait Stout
Bane: Respond when caught by their scouts at late morning slumber. Fail and temporarily lose a Trait for the remainder of these events. Difficulty: 10 Advantage: Chiasmic Actions* (E)
Destroy Knight: Position your guns correctly to shell the road and approaches. Success here and create this negative condition. Regardless, gain a lacky, a protector to suffer your first wound (only for these tables). Difficulty: 9 Advantage: Skill Gunner-Gunsmith
Bane: Turn a brace of three pistols into a half dozen effectively. Fail and temporarily lose a Trait for the remainder of these events. Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Automatic Reload* (B)
Destroy Knave: Harass and keep them chasing you off the beaten path. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Attract Fire* (A)
Bane: Charge on horse, only to be enveloped; grab the blow of a footman as you slash another down. Fail and suffer a vicious wound. Flair: if the party has already taken or recovered three wounds during this sub-part, gain victory to create a negative condition. Difficulty: 11 Advantage: Seize Swordarm* (Q)
Destroy 10: Fight the proper war of attrition. Success here and create this negative condition. Difficulty: 9 Advantage: Better Valor* (C)
Bane: Resign yourself to long days of little more than fetching water up to your hilltop hidey hole. Fail and lose further actions on any Q&D Destroy Supply; you've lost all patience for these insufferable delays. Regardless, toggle your wound status; yet continue. Difficulty: 14 Advantage: Wrestling Holds* (T)
Destroy 9: Steal into a village absent of husbands and seduce the locals for favors. Success and cancel your vicious or gain info on one nation of your choice. Difficulty: 10 Advantage: Trait Dashing
Bane: Defend someone overwhelmed by what could only be called a gaggle of mercenaries. Fail and another character of your choice suffers a vicious wound. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 13 Advantage: Gesticulate Garment* (K)
Destroy 8: Appeal for gentlemanly honors of war and arrange a seasonal truce. Success and cancel your vicious or gain one swagger. Difficulty: 13 Advantage: Trait Lordly
Bane: Retreat from broken parley; the enemy failed to honor your white flag approach. Fail and lose one swaggering. Regardless, toggle your wound status; yet continue. Difficulty: 12 Advantage: Repartee* (P)
Destroy 7: Count the bandages and arrange for more. Success and cancel your wound or one on any other player. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Skill Accountant-Bookkeeper
Bane: Murder a mealy-mouthed herald and dispose of the body. Fail and lose further actions on any Q&D Destroy Supply; you've lost all patience for these insufferable delays. Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Uncontested Dagger Thrust* (S)
Destroy 6: Keep your vantage supplied without forage during an early Fall freeze. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, lose one swaggering or suffer a vicious. Difficulty: 11 Advantage: Skill Hunter
Bane: Run out of powder and make the perilous infiltration to take more from the enemy. Fail and lose further actions on any Q&D Destroy Supply; you've lost all patience for these insufferable delays. Regardless, toggle your wound status; yet continue. If the battle takes place in the New World, Difficulty raises by three. Difficulty: 13 Advantage: Oriental Pummeling* (O)
Destroy 5: Forage from the established nobility and leave the free farmers at peace. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 11 Advantage: Skill Gentry-Husbandman
Bane: Persuade a respected sheriff to compromise rather than lose all. Fail and lose further actions on any Q&D Destroy Supply; you've lost all patience for these insufferable delays. Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Disarming Blows* (G)
Destroy 4: Speak (convalesce) with the lesser forgotten banished folk. Success and cancel your vicious or gain info on one nation of your choice. Flair: if the party has already taken or recovered three wounds during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Skill Slaver
Bane: Keep your own forces in solidarity using corporal, non-lethal, punishments. Fail and lose further actions on any Q&D Destroy Supply; you've lost all patience for these insufferable delays. Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Wrestling Holds* (T)
Destroy 3: Fashion a winter shelter, perhaps the only building in the region left with an unburnt roof. Success here and create this negative condition. Difficulty: 13 Advantage: Skill Tradesman
Bane: Slay the fiend your distant friend fails to see. Fail and another character of your choice suffers a vicious wound. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 9 Advantage: Tenacious Pistol Fire* (R)
Destroy 2: Play some mumbly-peg to pass the time. Fail and temporarily lose a Trait for the remainder of these events. If the character is not skilled as a Juggler-Acrobat, Difficulty increases by three. Difficulty: 9 Advantage: Uncontested Dagger Thrust* (S)
Bane: Survive by evasion longer than the patience in the blockaded manor or passage. Fail and lose one swaggering. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 11 Advantage: Better Valor* (C)
Destroy Ace: Fashion a steady supply of trigger mechanisms for roadside deadfalls and trip-wire bombs. Success here and create this negative condition. Regardless, gain one swagger or cancel your vicious. Difficulty: 11 Advantage: Skill Tinker
Bane: Keep the patrol occupied as the bridge is (once again) destroyed by charges. Fail and temporarily lose a Trait for the remainder of these events. Difficulty: 11 Advantage: Attract Fire* (A)

Q&D National Crisis (Vary)
This can not be attempted, until the players first gain an understanding or opportunity via luck or Recon/Intel. Each nation is different (in theory).
Crisis King: Establish a lottery, sell the get rich scheme. Success here and create this negative condition. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. If the character does not have the skill Cards-Dice, Difficulty increases by three. Difficulty: 10 Advantage: Trait Dashing
Bane: Justify yourself in court on why the commodity futures youíve been touting, for New World wool, are not so much bunk. Fail and temporarily lose a Trait for the remainder of these events. If the character does not have the skill Accountant-Bookkeeper, Difficulty increases by three. Difficulty: 12 Advantage: Charismatic Style* (D)
Crisis Queen: Demonstrate the restorative properties of a freshly ground arsenic solution, great for kids. Success here and create this negative condition. Regardless, gain info on one nation of your choice. If the character does not have the skill Apothecary, Difficulty increases by three. Difficulty: 10 Advantage: Trait Stout
Bane: Initiate a series of tactical duels to cull the young nobles using bent-sight and rigged pistols. Fail and temporarily lose a Trait for the remainder of these events. If the character does not have the skill Pistoleer, Difficulty increases by three. Difficulty: 12 Advantage: Automatic Reload* (B)
Crisis Knight: Speculate on worthless land to be developed as fish breeding ponds. Success here and create this negative condition. Regardless, gain info on one nation of your choice. If the character does not have the skill Gentry-Husbandman, Difficulty increases by three. Difficulty: 10 Advantage: Trait Lordly
Bane: Murder a stubbornly resistant to change priestly (shamanistic) leader at mass in front of thousands without anyone suspecting. Fail and temporarily lose a Trait for the remainder of these events. If the character does not have the Trait Cunning, Difficulty increases by three. Difficulty: 12 Advantage: Chiasmic Actions* (E)
Crisis Knave: Start a manipulative cult of communing with the dead. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, lose one swaggering or suffer a vicious. If the character does not have the skill Solicitor, Difficulty increases by three. Difficulty: 10 Advantage: Trait Cunning
Bane: Speak in tongues and preach for pacifist actions, a return to monastic lifestyle, the noble savage. (In the new world, reveal the self-sacrifice of original faith.) Fail and temporarily lose a Trait for the remainder of these events. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. If the character does not have the skill Interpreter, Difficulty increases by three. Difficulty: 12 Advantage: Better Valor* (C)
Crisis 10: Flood the market with bogus currency (wampum and fire water). Success here and create this negative condition. If the character does not have the skill Tinker, Difficulty increases by three. Difficulty: 10 Advantage: Skill Forger
Bane: Steal into the cryptic inner sanctum (maze of lodge houses) of the illuminati (Black Robe Rosicrucian) and assassinate the banking (fur shipping) controller. Fail and temporarily lose a Trait for the remainder of these events. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. If the character does not have the skill Navigator, Difficulty increases by three. Difficulty: 12 Advantage: Uncontested Dagger Thrust* (S)
Crisis 9: Debase the local currency with tainted metals. Success here and create this negative condition. If the character does not have the skill Prospector-Sapper, Difficulty increases by three. Difficulty: 10 Advantage: Skill Goldsmith
Bane: Make your immediate escape unarmed as your disguise blown, the jig is up. Fail and suffer a vicious wound. Regardless, lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. If the character does not have the swagger Bettor Valor, Difficulty increases by three. Difficulty: 12 Advantage: Effective Spurning* (H)
Crisis 8: Ear to the ground, assimilate to amplify the problems that already exist. Success and cancel your vicious or gain info on one nation of your choice. If the character does not have the skill Tradesman, Difficulty increases by three. Difficulty: 10 Advantage: Skill Merchant
Bane: Eliminate that one especially formidable guard or determined detective remaining a step behind in your travels but closing fast. Fail and suffer a vicious wound. If the character does not have the skill Equestrian, Difficulty increases by three. Difficulty: 12 Advantage: Tenacious Pistol Fire* (R)
Crisis 7: Practice your quackery, offering alternative treatments, administered with pox infected probes. Success and cancel your wound or one on any other player. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. If the character does not have the skill Slaver, Difficulty increases by three. Difficulty: 10 Advantage: Skill Physician
Bane: Talk your way out of arrest while receiving a sound beating as a migrant vagrant (pale skin). Fail and suffer a vicious wound. If the character does not have the skill Brawler, Difficulty increases by three. Difficulty: 12 Advantage: Repartee* (P)
Crisis 6: Join the public forum of discontent and rail against tyranny. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, lose one swaggering or suffer a vicious. If the character does not have the skill Inquisitionist, Difficulty increases by three. Difficulty: 10 Advantage: Skill Rabblerouser
Bane: Escape jail when the bailiff lets his guard down, before your identity is revealed. Fail and lose further actions on any Q&D National Crisis; you find these global strategies tedious and refuse to participate (this era). Regardless, toggle your wound status; yet continue. If the character does not have the skill Pickpocket, Difficulty increases by three. Difficulty: 12 Advantage: Seize Swordarm* (Q)
Crisis 5: Seed creeks and rocky outcrops with gold dust, starting a rush from of farm labor to mindless backbreaking fruitless labors. Success here and create this negative condition. If the character does not have the skill Briber, Difficulty increases by three. Difficulty: 10 Advantage: Skill Prospector-Sapper
Bane: Caught infidelis disrupting the patriarchy. Fail and suffer a vicious wound. If the character does not have the skill Spy, Difficulty increases by three. Difficulty: 12 Advantage: Gesticulate Garment* (K)
Crisis 4: Take a man of learning hostage and coerce him into a change of heart on his national loyalty. Success and cancel your vicious or gain info on one nation of your choice. If the character does not have the skill Fencer, Difficulty increases by three. Difficulty: 10 Advantage: Irregular Swordstrokes* (N)
Bane: Chastise a barkeep who comments that your look like the ace on the wanted posters. Fail and lose further actions on any Q&D National Crisis; you find these global strategies tedious and refuse to participate (this era). Regardless, toggle your wound status; yet continue. If the character does not have the skill Pugilist, Difficulty increases by three. Difficulty: 12 Advantage: Hilt Punch* (M)
Crisis 3: Foster a brotherhood of pyrates, a mix of Asiatic, African and expat. Success here and create this negative condition. Optional, retire the character as the NPC Lord of Rogues. If the character does not have the skill Captain-Shipís Pilot, Difficulty increases by three. Difficulty: 9 Advantage: Oriental Pummeling* (O)
Bane: Stage your own execution or perilous death at the hands of the law. Fail and suffer a vicious wound. If the character does not have the skill Juggler-Acrobat, Difficulty increases by three. Difficulty: 12 Advantage: Attract Fire* (A)
Crisis 2: Deliver a vagrantís body, scarred as your own, to collect the bounty on your own head. Fail and suffer a vicious wound. Flair: if the party has already taken or recovered three wounds during this sub-part, gain victory to create a negative condition. If the character does not have the skill Physician, Difficulty increases by three. Difficulty: 10 Advantage: Feigns* (I)
Bane: Openly cultivate mutiny in the ranks, rebellion in the mob. Fail and lose further actions on any Q&D National Crisis; you find these global strategies tedious and refuse to participate (this era). Regardless, toggle your wound status; yet continue. If the character does not have the skill Rabblerouser, Difficulty increases by three. Difficulty: 12 Advantage: Flamboyant Moves* (J)
Crisis Ace: Crusade and spread anachronistic rumors of the second coming, the return of the one true king. Success here and create this negative condition. If the character does not have the skill Longbowman, Difficulty increases by three. Difficulty: 10 Advantage: Heroic Swordplay* (L)
Bane: Deal with vigilante, hunting for someone who meets your rough description: foreign and surly. Fail and temporarily lose a Trait for the remainder of these events. If the character does not have the skill Forger, Difficulty increases by three. Difficulty: 12 Advantage: Daring Pistol Fire* (F)

Q&D Recon and Intel
Intel King: Select someone of authority and beat them relentlessly until youíre satisfied. Success here and discover the Machiavellian details. Regardless, gain one swagger or cancel your vicious. Difficulty: 8 Advantage: Skill Inquisitionist
Bane: Talk and reason with a person of power. Fail and temporarily lose a Trait for the remainder of these events. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Skill Solicitor
Intel Queen: Add to your wisdom down on the docks (sacred pool). Success here and discover the Machiavellian details. Regardless, gain a lacky, a protector to suffer your first wound (only for these tables). Difficulty: 8 Advantage: Skill Captain-Ship's Pilot
Bane: Become the fly on the wall in a city eldersí assembly. Fail and temporarily lose a Trait for the remainder of these events. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Skill Spy
Intel Knight: Offer a scoundrel an alternate way to pay off his life debts. Success here and discover the Machiavellian details. Difficulty: 8 Advantage: Skill Cards-Dice
Bane: Fight your way out of a trap. Fail and lose further actions on any Q&D Recon & Intel; you are sick and tired of skulking about incognito. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Heroic Swordplay* (L)
Intel Knave: Remove from your purse a few heirloom coins and cherished mementos, before you offer it up in payment. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, lose one swaggering or suffer a vicious. Difficulty: 8 Advantage: Skill Briber
Bane: Cross a mile channel to enter a flagship (isle circle) where generals meet. Fail and everyone in the party loses a Trait for the remainder of these events. Regardless, toggle your wound status; yet continue. Difficulty: 11 Advantage: Skill Swimmer
Intel 10: Appeal to the landed aristocracy (shaman luminaries), which has familiar ties in most lands. Success here and discover the Machiavellian details. Regardless, gain a lacky, a protector to suffer your first wound (only for these tables). Difficulty: 8 Advantage: Trait Lordly
Bane: Cut the debate short after losing your composure for sophistry on the rights of mankind (woodland spirits). Fail and temporarily lose a Trait for the remainder of these events. Difficulty: 10 Advantage: Charismatic Style* (D)
Intel 9: Listen and remember. Success here and discover the Machiavellian details. Difficulty: 8 Advantage: Skill Interpreter
Bane: Kill and silence an accuser, claiming self-defense with the law that the dead man drew weapon first. Fail and lose further actions on any Q&D Recon & Intel; you are sick and tired of skulking about incognito. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Daring Pistol Fire* (F)
Intel 8: Endure countless days on the road, overnight at filthy inns (hovels) or within squalor barns (bogs) as shelter. Success and cancel your vicious or gain one swagger. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 8 Advantage: Trait Stout
Bane: Bow and present your credentials, yet again to a rural baron (fur trapper), himself little more than an egotistical bumpkin. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Gesticulate Garment* (K)
Intel 7: Speak with a dockmaster (slave scowl). Success and cancel your vicious or gain info on one nation of your choice. Flair: if the party has already taken or recovered three wounds during this sub-part, gain victory to create a negative condition. Difficulty: 8 Advantage: Skill Architect-Shipwright
Bane: Dissuade constables (braves) without homicidal crimes against man. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Disarming Blows* (G)
Intel 6: Travel in pairs as collegians (missionaries) for protection and cover story. Success and cancel your wound or one on any other player. Flair: if the party has already taken or recovered three wounds during this sub-part, gain victory to create a negative condition. Difficulty: 8 Advantage: Feigns* (I)
Bane: Dispel your own arrogant false hope or jump to wrong conclusions. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, lose one swaggering or suffer a vicious. Difficulty: 10 Advantage: Trait Cunning
Intel 5: Consult with pamphleteers (sweathouse spirit guides). Success here and discover the Machiavellian details. Difficulty: 15 Advantage: Skill Literacy
Bane: Understand there is a proper way to toss your drink into someoneís face to defuse accusation and garner laughter. Fail and lose further actions on any Q&D Recon & Intel; you are sick and tired of skulking about incognito. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Chiasmic Actions* (E)
Intel 4: Spread terrible stories of a ghost ship created by the long war, crewed by the fallen saints (animal chimeras). Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Flair: if the party has already taken or recovered two wounds during this sub-part, gain victory to create a negative condition. Difficulty: 8 Advantage: Skill Navigator
Bane: Exhaust three horses as you crisscross the country. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Effective Spurning* (H)
Intel 3: Filth something topical. Success here and discover the Machiavellian details. Difficulty: 7 Advantage: Skill Pickpocket
Bane: Commit wartime atrocity, though the culprit may be just someone with matching looks and build. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Regardless, toggle your wound status; yet continue. Difficulty: 10 Advantage: Hilt Punch* (M)
Intel 2: Row or canoe up the many streams, establishing a familiar presence. Fail and lose further actions on any Q&D versus the selected nation; you should also mark yourself notorious in that realm. Flair: if the party has already taken or recovered three wounds during this sub-part, gain victory to create a negative condition. Difficulty: 14 Advantage: Skill Sailor
Bane: Escape capture by flash of blade and swiftness of step. Fail and lose one swaggering. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 10 Advantage: Flamboyant Moves* (J)
Intel Ace: Recruit by charm a turncoat to your cause. Success here and discover the Machiavellian details. Regardless, gain a lacky, a protector to suffer your first wound (only for these tables). Difficulty: 8 Advantage: Trait Dashing
Bane: Defend another from accusations. Fail and another character of your choice suffers a vicious wound. Flair: if the party has already taken one wound during this sub-part, gain victory to create a negative condition. Difficulty: 14 Advantage: Irregular Swordstrokes* (N)

Complex War Major Tarot
Magician: Creating the negative impact of this table decreases the neutral posture of all parties by three percent. The chance is added to Positive Influence before Negative.
High Priestess: The church intervenes to shelter the disadvantaged poor. They agree to provide information on a full D8 National Crisis provided the party refrains (stops) all further actions, against every nation, on this table. If refused, all hatreds of every nation, raise by five percent.
Empress: The nation of France becomes Bad Trait Bankruptcy. This deficient will need to be corrected (after the war).
Emperor: If the group is attempting actions on National Crisis, they are successful. No other actions need occur on this table. If that is not their table, all hatreds of every nation, raise by five percent.
Pope: The Vatican intervenes and causes one nation to end its war with France. (In the case of New World, only an Olde World Power may be selected). However, the negative position of all other powers increases by three percent.
Lovers: Creating the negative impact of this table increases the neutral posture of all parties by one percent. The chance is taken from Positive Influence before Negative.
Chariot: Creating the negative impact of this table increases the neutral posture of all parties by two percent. The chance is taken from Negative Influence before Positive.
Justice: Creating the negative impact of this table decreases the neutral posture of all parties by five percent. The chance is added to Negative Influence before Positive.
Hermit: The nation of France becomes Bad Trait Mass Starvation. This deficient will need to be corrected (after the war).
Wheel of Fortune: Shuffle and continue.
Force: The nation of France becomes Bad Trait Calamity. This deficient will need to be corrected (after the war).
Hanged Man: The Scots join the fight as a 30/30/40. This state has no path to national Crisis.
Death: If the group is attempting actions on Slay General, they are successful. No other actions need occur on this table.
Temperance: The nation of France becomes Bad Trait Open Religious Dissent. This deficient will need to be corrected (after the war).
Devil: The nation of France becomes Bad Trait Piracy Threatens. This deficient will need to be corrected (after the war).
Tower of Destruction: If the group is attempting actions on Interdict Supplies, they are successful. No other actions need occur on this table. If that is not their table, all hatreds of every nation, raise by five percent.
Star: Cancel one crisis in the French State. If there presently are none, the nation becomes Bad Trait Ungovern Tracts (Nice Forest). This deficient will need to be corrected (after the war).
Moon: The Netherlands join the fight as a 40/40/20. This state has no path to national Crisis.
Sun: The nation of France becomes Bad Trait Rival Claimant (House Merovech from exile of Naples, neither Capetian nor Carolingian-Bonaventure). This deficient will need to be corrected (after the war).
Judgment: The nation of France becomes Bad Trait Nepotism. This deficient will need to be corrected (after the war).
World: Players may remove one country from the war, provided itís negative impact total is less than combined Neutral or Positive. If this battle takes place in New France, drop the Republic of France and Viceroy of Japan as combatants.
Fool: Naples join the fight as a 50/50/0. This state has no path to national Crisis.


Yours,

   red



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