Message:Cutlass Q&D Perfect Gambit
I don't want to pregen adventures for the upcoming Cutlass game. I want to flip them out for all to see and make comment upon. Yet I also wanted a system of integrating the character Social Standing better into play.
Here’s the new mechanic. To enter each adventure climax, the party needs to assemble the necessary parts. These are expressed in terms of Categories of Influence & Resources (I&R). You can start the adventure without what’s ultimately required. But if you reach the climax unprepared, you fail. Off to the Epilog.
Highest character level influences the required I&R:
0 – One of the I&R. The rest are optional, unless forced by situation.
1 – Two of the I&R. The rest are optional, unless forced by situation.
2 – All I&R except two. The rest are optional, unless forced by situation.
3 – All I&R except one. The rest are optional, unless forced by situation.
4 – Multiple parts of one I&R. The rest may be single or optional, unless forced by situation.
5 – Multiple parts of two I&R. The rest may be single or optional, unless forced by situation.
6 – Multiple parts of three I&R. The rest may be single or optional, unless forced by situation.
7 – Multiple parts of all but one I&R. That missing element may be single or optional, unless forced by situation.
8+ – Multiple parts of all I&R. A laundry list of elements with most of the party having skin in the game (so to speak).
Note: Multiple Part means that instead of risking one character’s Riches or one Land I&R, the party must put several on the line.
The Patron will cover what he can, but anything missing must be acquired and risked by the party. These wealth stats will check on and off on the player character sheets. As the party wins and loses adventures, all will go up and down in Social Standing.
The characters are resolving their actions through extra flips, during Mission Generation, to determine the impact (on the character). This table adds that extra Q&D flip for each player’s roll in between flips for Mission Generation. The results can flavor the adventure that follows, but each card-turn helps or harms the player characters.
The Patron seems the most important, closely followed by the Mission Objective and the Rival. The rest of Mission Generation may be discretionary.
Patron may have as many as five I&R. All five of these are diced by different players, round the VTT. Note, the rating might change by later card flips. If so, a new roll will need to be obtained. e.g. “King Rods Finances: Wealthy, but without local power and influence. All his ratings are available only in another land. The patron was once a leading government official, but all his clout has been exhausted. Power and Goodwill change to Improbable.”
If the Patron has any Resources not specifically needed for the quest, these can modify dice later on during Encounters. e.g., Extra Ships, not specific to the quest, may offer a one-time bonus of +2 to dice in one encounter Ship Engagement or cancel a DefMod. Much depends on the dice rolls.
Mission implies the need for specific I&R that must be acquired during the mission or ponied-up by a player character. The higher the level, the more I&R required to reach the endgame climax and success. Entering a climax without the I&R will add a DefMod to all rolls in those encounters. You may wish to instead quit and enter the Epilog.
The Rival specifies the type of I&R that must be used during the quest. If the Patron does not have the Resources, the players are expected to use their own collective where-with-all (Resources) to mitigate subsequent card flips here and in the Encounters. Since the Rivals I&R are not directly specified in the game book, Referee must specify the needs based on Mission flip and the Rival description.
Caveat ~ Higher level folks need to risk and lose more for endgame victory.
After Patron, Mission and Rival, flip the specific advantages and hazards of the adventure, down the Mission Generation list. Each player gets a chance to improve his character, often by risking Social Status. Success on a positive task gains a Social Status and rewards. e.g., “Seven Rods Finances: Area’s garrison, constables, ships and stores are all made available.” Fail here on a negative aspect will drop the character a rank. e.g., “Six Rods Finances: His lands are worthless; he holds fraudulent bank credits and relies on stolen items. His ship crews and soldiers are near to mutiny. This is a bad flip.”
Characters do not fall below Social Status Two; instead, a negative result causes vicious wound. That can occur even to start the adventure.
DefMod = half character level, except when Swaggering is Advantage; as higher-level characters are expected to have a more difficult time holding onto what they have.
With Social Status comes personal Resources:
SS-3 Gain in acclaim, lose in demotion: Sea
SS-4 Gain in acclaim, lose in demotion: Land
SS-5 Gain in acclaim, lose in demotion: Sea or Land
SS-6 Gain in acclaim, lose in demotion: Riches
SS-7 Gain in acclaim, lose in demotion: Sea, Riches or Power
SS-8 Gain in acclaim, lose in demotion: Power or Goodwill
SS-9 Gain in acclaim, lose in demotion: Warden Sea, Land, Power or Goodwill.
SS-10 Gain in acclaim, lose in demotion: Magistrate Land, Riches, Power or Goodwill.
SS-11 Gain in acclaim, lose in demotion: Ecclesiastic Lord Sea, Land, Riches or Goodwill.
SS-12 Gain in acclaim, lose in demotion: Lord High Mayor Sea, Land, Riches, Power.
SS-13 Gain in acclaim, lose in demotion: Ambassador to Foreign Land Sea, Riches, Power or Goodwill.
SS-14 Gain in acclaim, lose in demotion: Sea, Land, Riches, Power or Goodwill.
SS-15+ Gain any and lose none, these are the Resources of the State you manipulate. That however can bring accusation, intrigue.
Adventure Prizes: All five might be gained as Reward or Profits of Adventure. Since these are technically Administer’s Affairs acquisitions and investments, no one may use Make-Rolls.
Sea – Ordinary for capture of a Galleon, Nearly Impossible for a Cog.
Land – Ordinary for Field Marshal’s promotion, Nearly Impossible for recruiting a Bodyguard of Slaves.
Riches – Ordinary for ransom of Merchant Prince, Nearly Impossible for robbing Aristocrat Banker.
Power – Ordinary for building Royal Connections, Nearly Impossible for seducing a Trollop.
Goodwill – Ordinary for befriending a Bishop, Nearly Impossible for trust of a Monkish Parson.
Equivalency: Power exchanges for anything. Goodwill and Riches swaps into Sea or Land. Performed on the quest, these require a Make-Roll from all players involved.
Resolution: During Mission generation, most of these will result in Success to raise a point of Social Standing; that often gains I&R. Fail and lose SS with often the loss of I&R. But this may change based on the details of the Tarot card. Some of the actions below have additional Boons and Banes.
King Cups: Immodesta. Success also awards Skill, unless inverted. Difficulty: 10 Advantage: Flamboyant Moves*
Queen Cups: Corydon. If the card is inverted and the roll is failed, mission requires an extra I&R. Difficulty: 8 Advantage: Juggler-Acrobat
Knight Cups: Diripiat. If the card is inverted and the roll is failed, lose any one Skill. Difficulty: 9 Advantage: Gunner-Gunsmith
Knave Cups: Timor. If the attempt is failed, suffers a vicious wound. Difficulty: 12 Advantage: Better Valor*
Ten Cups: Armis. Difficulty: 5 Advantage: Armourer
Nine Cups: Itinerantur. Difficulty: 8 Advantage: Navigator
Eight Cups: Fictus. If the attempt is failed, start the quest with half a D8 less Make-rolls. Difficulty: 7 Advantage: Forger
Seven Cups: Iaculare. If the attempt is failed, lose personal I&R. Difficulty: 8 Advantage: Chiasmic Actions*
Six Cups: Ferrum. If the attempt is failed, lose half a D8 Social Standing. Difficulty: 8 Advantage: Hilt Punch*
Five Cups: Interpres. Difficulty: 8 Advantage: Interpreter
Four Cups: Vos. If the attempt is failed, lose Swaggering. Difficulty: 7 Advantage: Prospector-Sapper
Three Cups: Simularent. Success to end the Mission Generation here, unless the card is inverted. Difficulty: 9 Advantage: Feigns*
Two Cups: Fingit. Difficulty: 7 Advantage: Inquisitionist
Ace Cups: Nauta. Success to gain a random Trait, unless the card is inverted. Difficulty: 8 Advantage: Sailor
King Rods: Faber. Success also awards Skill, unless inverted. Difficulty: 11 Advantage: Gesticulate Garment*
Queen Rods: Princeps. If the card is inverted and the roll is failed, mission requires an extra I&R. Difficulty: 11 Advantage: Captain-Pilot
Knight Rods: Nobilitatis. If the card is inverted and the roll is failed, lose any one skill. Difficulty: 10 Advantage: Gentry-Husbandman
Knave Rods: Vestimentum. If the attempt is failed, suffers a vicious wound. Difficulty: 10 Advantage: Architect-Shipwright
Ten Rods: Venenum. Difficulty: 7 Advantage: Apothecary
Nine Rods: Disputatio. Difficulty: 8 Advantage: Repartee*
Eight Rods: Artis. If the attempt is failed, start the quest with half a D8 less Make-rolls. Difficulty: 10 Advantage: Tinker
Seven Rods: Obstructionum. If the attempt is failed, lose personal I&R. Difficulty: 9 Advantage: Disarming Blows*
Six Rods: Scorpionem. If the attempt is failed, lose half a D8 Social Standing. Difficulty: 8 Advantage: Crossbowman
Five Rods: Colluctatio. Difficulty: 8 Advantage: Wrestling Holds*
Four Rods: Oho. If the attempt is failed, lose Swaggering. Difficulty: 10 Advantage: Oriental Pummeling*
Three Rods: Calcitrare. Success to end the Mission Generation here, unless the card is inverted. Difficulty:9 Advantage: Effective Spurning*
Two Rods: Arcum. Difficulty: 8 Advantage: Longbowman
Ace Rods: Pugna. Success to gain a random Trait, unless the card is inverted. Difficulty: 11 Advantage: Brawler
King Coins: Audacissimus. Success also awards Skill, unless inverted. Difficulty: 10 Advantage: Daring Pistol Fire*
Queen Coins: Computantis. If the card is inverted and the roll is failed, mission requires an extra I&R. Difficulty: 9 Advantage: Accountant-Bookkeeper
Knight Coins: Venari. If the card is inverted and the roll is failed, lose any one skill. Difficulty: 10 Advantage: Hunter
Knave Coins: Iuris. If the attempt is failed, suffers a vicious wound. Difficulty: 12 Advantage: Solicitor
Ten Coins: Aurum. Difficulty: 7 Advantage: Goldsmith
Nine Coins: Feodo. Difficulty: 9 Advantage: Briber
Eight Coins: Quod. If the attempt is failed, start the quest with half a D8 less Make-rolls. Difficulty: 10 Advantage: Automatic Reload*
Seven Coins: Dexteritate. If the attempt is failed, lose personal I&R. Difficulty: 11 Advantage: Pistoleer
Six Coins: Carpe. If the attempt is failed, lose half a D8 Social Standing. Difficulty: 10 Advantage: Seize Swordarm*
Five Coins: Tenax. Difficulty: 9 Advantage: Tenacious Pistol Fire*
Four Coins: Alea. If the attempt is failed, lose Swaggering. Difficulty: 8 Advantage: Cards-Dice
Three Coins: Vendere. Success to end the Mission Generation here, unless the card is inverted. Difficulty: 9 Advantage: Tradesman
Two Coins: Furantur. Difficulty: 8 Advantage: Pickpocket
Ace Coins: Mercator. Success to gain a random Trait, unless the card is inverted. Difficulty: 9 Advantage: Merchant
King Swords: Charismatum. Success also awards Skill, unless inverted. Difficulty: 12 Advantage: Charismatic Style*
Queen Swords: Medicus. If the card is inverted and the roll is failed, mission requires an extra I&R. Difficulty: 10 Advantage: Physician
Knight Swords: Equester. If the card is inverted and the roll is failed, lose any one skill. Difficulty: 11 Advantage: Equestrian
Knave Swords: Turba. If the attempt is failed, suffers a vicious wound. Difficulty: 13 Advantage: Rabblerouser
Ten Swords: Lectio. Difficulty: 0 Advantage: Literacy
Nine Swords: Ferrum. Difficulty: 12 Advantage: Fencer
Eight Swords: Pugil. If the attempt is failed, start the quest with half a D8 less Make-rolls. Difficulty: 11 Advantage: Pugilist
Seven Swords: Flamma. If the attempt is failed, lose personal I&R. Difficulty: 12 Advantage: Attract Fire*
Six Swords: Inunge. If the attempt is failed, lose half a D8 Social Standing. Difficulty: 10 Advantage: Slaver
Five Swords: Heros. Difficulty: 13 Advantage: Heroic Swordplay*
Four Swords: Inaequale. If the attempt is failed, lose Swaggering. Difficulty: 10 Advantage: Irregular Swordstrokes*
Three Swords: Exploratorem. Success to end the Mission Generation here, unless the card is inverted. Difficulty: 11 Advantage: Spy
Two Swords: Pugione. Difficulty: 14 Advantage: Uncontested Dagger Thrust*
Ace Swords: Miles. Success to gain a random Trait, unless the card is inverted. Difficulty: 13 Advantage: Man-at-Arms
Magician: Defensivus. Your character does not get to cancel Defensive Modifier with Fencer or Pistoleer on this adventure.
High Priestess: Victima. A successful completion of mission will award the character an Appointment in the Realm.
Empress: Dominus. If your character has Trait Lordly, lose Social Status.
Emperor: Invaluerunt. If your character has Trait Stout, lose Social Status.
Pope: Religio. If your character has Trait Lordly, gain Social Status.
Lovers: Familia. The next Minor card must be attempted by each player.
Chariot: Pulchritudo. If your character has Trait Dashing, lose Social Status.
Justice: Iustitiae. If your character has Trait Stout, gain Social Status.
Hermit: Secretum. If your character has Trait Cunning, gain Social Status.
Wheel of Fortune: Rotam. Shuffle the deck. This cancels the rest of the Mission Flip events, except defining basics of Patron, Mission and Rival.
Force: Praedicate. If your character has Trait Dashing, gain a Social Status.
Hanged Man: Victima. Lose I&R Power.
Death: Martyris. Lose I&R Land.
Temperance: Callidus. If your character has Trait Cunning, lose a Social Status.
Devil: Diabolus. Lose I&R Goodwill.
Tower of Destruction: Nocere. Failing the quest drops all characters with Appointments in the Realm back to Social Standing Eight with the loss of all I&R.
Star: Restituere. Lose I&R Sea.
Moon: Luna. If the adventure fails, all characters lose all I&R.
Sun: Solis. Gain any I&R of your choice.
Judgment: Voluntarius. Failing the quest means all characters lose one I&R.
World: Altum. Lose I&R Power.
Fool: Asinus. Lose I&R Riches.
Yours,
IronRed
17-Jan-2026