Message:Q&D Copious Monstrosities
Copious King: Confuse the enemy with discordant sounds and words both exotic and bizarre, the languages of the first seafarers. Success and move to Shield Bearer of Asgardians; or to Peon, but only if a fissure exists in the area. But fail roll and suffer Shaken (penalty).
Difficulty: 11
Advantage: Skill Linguist
Inverted Bane: Recoil from the stench of the flesh crafted clones. The vile calamity has you on your back; but you still have fight in you. Success and goto Shield Bearer of Asgardians. But fail and fight as Peon; any fissure in the area also causes vicious walking wound. Regardless, add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 12
Advantage: Blade Defender (F)
Copious Queen: Spill some blood, mostly the foe’s, but perhaps your own. Success and move to Shield Bearer of Asgardians; or to Peon, but only if a fissure exists in the area. But fail roll and player suffers vicious walking wound. Regardless, all players gain the Fury Pip.
Difficulty: 6
Advantage: Trait Rugged
Inverted Bane: Fashion a panacea from previously gathered common riverbank weeds, which reportedly dampens the worst of the clone’s savagery. Success and goto Shield Bearer of Asgardians. But fail and fight as Peon; any fissure in the area also causes vicious walking wound. Regardless, the action took exhaustive energy just to stay alive, so suffer Shaken (penalty).
Difficulty: 11
Advantage: Skill Delver
Copious Knight: Deliver a right-left combo of punches to various victims’ stomachs and chins. Success and move to Shield Bearer of Asgardians; or to Peon, but only if a fissure exists in the area. Regardless, character ignores next Bane.
Difficulty: 7
Advantage: Skill Pugilist
Inverted Bane: Practiced, utilize that superior aim, landing an arrow right into what you thought was an eye. But the point on the monster was only a boil, a colored defect or bit of camouflage; it may even not see yet suffers little downside to its ability to recreate with butchery. Fail and fight as Peon. Regardless, add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 12
Advantage: Swagger Concentration (E)
Copious Knave: The enemy has prioritized attack against the strongest first; why is anyone’s guess. Fail and fight as Peon. Regardless, Longboat loses any swaggering.
Difficulty: 8
Advantage: Skill Minstrel
Inverted Bane: Mimic its actions; the beast wants to slaughter. Let it show you how it generates such intense fear. Really, that was a plan – fight dirty? Fail and fight as Peon. Regardless, add Tom the Lunatic to the city fight; if already present, it moves to main fight at palace.
Difficulty: 11
Advantage: Skill Acrobat
Copious 10: Despite the din of clashing arms, you calmly slash at vulnerabilities. Success and move to Shield Bearer of Asgardians; or to Peon, but only if a fissure exists in the area. Regardless, gain the Command Pip.
Difficulty: 10
Advantage: Blade Eminent (E)
Inverted Bane: Called a barbarian, still you fight like any knightly cataphract. Fail and fight as Peon.
Difficulty: 15
Advantage: Wizardry Demigod (A)
Copious 9: Cast off the ruffian, who has you grabbed about the legs, yet in doing so left his entire backside exposed. Success and gain Cat-Bird Seat.
Difficulty: 11
Advantage: Trait Energetic
Inverted Bane: Draw focus away from you, cause the mobs to turn, allowing an insane leap into the fray. Fail and fight as Peon. Regardless, you are Shaken.
Difficulty: 13
Advantage: Swagger Chiasmic Action (D)
Copious 8: Scratch and bite your way out of a leg lock, hoping to stride not limp away. Do you remember you’re armed with a blade, before your leg is torn off? Success and gain Fury Pip for yourself or another.
Difficulty: 10
Advantage: Skill Barber (Chiurgeon)
Inverted Bane: Direct the action of others, despite drawing notice of your apparent importance. Fail and fight as Peon. Regardless, gain Command Pip.
Difficulty: 14
Advantage: Mount Winged (B)
Copious 7: Beat a blunt rock relentlessly into the spine of the foe who has hold of you. Success and gain Fury Pip for yourself or another. Regardless, add Istitsi to the city fight; if already present, it moves to main fight at palace.
Difficulty: 11
Advantage: Longboat Battle Hard (T)
Inverted Bane: Hit the fiend’s head from every cardinal direction, as close to at-once as able. Fail and Shaken.
Difficulty: 15
Advantage: Wizardry Telekinesis (D)
Copious 6: Opponent stumbles while striking and falls before you. Success and gain Catbird Seat. Regardless, add Oxprattarpxo to the city fight; if already present, it moves to main fight at palace.
Difficulty: 13
Advantage: Trait Methodical
Inverted Bane: Slather soothing words, a balm delivered to the creature’s ego, which may have not heard human praise since its creation. Fail and fight as Peon. Regardless, suffer Shaken (penalty).
Difficulty: 16
Advantage: Wizardry Psionics (B)
Copious 5: Struggle to parry and block all the enemy strikes, until you finally sense a pattern. Success and gain Tactics Pip.
Difficulty: 12
Advantage: Mount Inexorable (T)
Inverted Bane: Even if you never served, never trained or were not gelded, like the Janissary, you can adopt their temperament and the tactics of these Imperial monster hunters. Success and goto Shield Bearer of Asgardians. Regardless, suffer Shaken (penalty).
Difficulty: 15
Advantage: Swagger Better Valor (B)
Copious 4: Catch victim’s next blow in your hand guard and break his forearm. Success and gain Catbird Seat.
Difficulty: 12
Advantage: Swagger Disarming Blow (F)
Inverted Bane: Try to poison or intoxicate the monster. Yep, its stomach connects to a bottomless void, apparently; this was merely ineffective or an extremely bad action. Fail and fight as Peon. Regardless, the character loses all remaining make-rolls.
Difficulty: 16
Advantage: Trait Rugged
Copious 3: Simple stop-thrust with your sword, as you cut loose the hounds of war (perhaps literally). Success and gain any swaggering.
Difficulty: 11
Advantage: Skill Houndsman (Beasts)
Inverted Bane: Wail in exasperation and fatigue, trying to keep from breaking morale; tomorrow you’ll be laughing. Fail and lose any Swaggering Technique.
Difficulty: 14
Advantage: Swagger Battle Cry (A)
Copious 2: Break a secondary weapon, a club or dirk say, on an enemy’s backside; still hurts. Success and gain any swaggering. Regardless, gain the Fury Pip for yourself or another.
Difficulty: 10
Advantage: Mount Radiant (F)
Inverted Bane: After trying all the direct slashes and cuts, contort to deliver an oblique strike on what you believe is a sensitive part of this gigantic gollywog’s grotesque anatomy. Fail and lose any Swaggering Technique.
Difficulty: 13
Advantage: Wizardry Demonic (F)
Copious Ace: Calmly restore the fractured and frozen hinges on your mail to working order. Success and move to Shield Bearer of Asgardians; or to Peon, but only if a fissure exists in the area. Regardless, gain one Swaggering Technique of your choice.
Difficulty: 11
Advantage: Skill Armorer-Smithy
Inverted Bane: Rage, turn raw pain into inhuman fury and beat the colossal one step staggered and away. Fail and lose any Swaggering Technique.
Difficulty: 11
Advantage: Skill Pugilist
Q&D Shield Bearer of Asgardians
Asgard King: Before an even greater peril presents itself, lend some urgent care to the fallen during a temporary triumph. Success and move to Spinechilling twists; only there is victory possible. But fail and return to fighting Copious Monstrosities. Player may choose to automatically return to Copious Monstrosities, the street fighting, and heal his wound r someone else.
Difficulty: 9
Advantage: Skill Barber (Chiurgeon)
Inverted Bane: Many a battle is won and lost long before you step into the metaphoric arena – stand prepped and ready; you’ve seen etching of these beasts. Success and gain the Tactics Pip. But fail and suffer a vicious wound. Regardless, lose any Swaggering Technique.
Difficulty: 11
Advantage: Swagger Mastery Shield (O)
Asgard Queen: The exotic pet you acquired some time ago, once was tiny, but no longer. Success and move to Spinechilling twists; only there is victory possible. Regardless, the Longboat loses Comradery (P).
Difficulty: 9
Advantage: Skill Houndsman (Beasts)
Inverted Bane: Test the monster’s strength before you decide whether to close quarters fight or potentially exhaust yourself evading. Success and gain the Catbird Seat. But, fail and add a half D8 to your tally of Warped Outcome. Regardless, lose any Swaggering Technique.
Difficulty: 11
Advantage: Mount Carapace (O)
Asgard Knight: Many practitioners of the dark arts do so under the influence of mood-altering tonics. Success and move to Spinechilling twists; only there is victory possible. Regardless, the Longboat loses Orderly Kept (Q).
Difficulty: 13
Advantage: Skill Apothecary
Inverted Bane: Foe wields in stodgy hands, or about its thick neck, an ensorcelled set of chains, which flame and thunder when cracked. Be nice to tangle or bind that elsewhere. Success and gain both the tactics Pip and Catbird Seat. But fail and lose a half D8 Swaggering Techniques.
Difficulty: 13
Advantage: Swagger Disarming Blow (F)
Asgard Knave: Pause in fascination of the legendary animals or heroes, who suddenly appear. Fail and lose any of your character’s magical swaggering.
Difficulty: 7
Advantage: Skill Occult Scholar
Inverted Bane: Beast needs you to flinch; until it feels you’re broken, it will toy with you for orgasmic amusement. Fail and suffer a vicious wound. Regardless, lose any Swaggering Technique.
Difficulty: 9
Advantage: Skill Grit-Fortitude
Asgard 10: After the enemy’s raw exhibition of power, there had better be a renegotiation of treasure split and shares. Success and move to Spinechilling twists; only there is victory possible. But fail roll and the next player to act becomes a mere Peon. Regardless, the Longboat loses Democracy (S).
Difficulty: 13
Advantage: Trait Rugged
Inverted Bane: Gasp, awed, as you hold out what’s left of your once magnificent blade; the acidic cretin chomped it off, down to the tang. Fail and lose all your Blade swaggering. Regardless, add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 9
Advantage: Swagger Hilt Punch (L)
Asgard 9: Seal the sewars in your area, the fiends are crawling about in them. Fail roll and suffer Shaken. Regardless, lose Longboat Battle Hard (T) or decline a rank of the Crew Morale.
Difficulty: 8
Advantage: Mount Carapace (O)
Inverted Bane: A charmed life may have softened you, and you wish you faced the beast when you were a bit younger or lustier for gold. Fail and suffer a vicious wound. Regardless, lose any Swaggering Technique.
Difficulty: 12
Advantage: Swagger Irregular Tricks (M)
Asgard 8: Fight cold with fire, fight flame with ice, fight the whirlwind with blissful calm. Fail roll and add a half D8 to your tally of Warped Outcome.
Difficulty: 10
Advantage: Wizardry Pyrotechnics (K) or Geomonacy (C)
Inverted Bane: Guarding yourself may prove impossible; the last hit on your shield nearly tore off your arm – block dual handed to survive. Fail and suffer a vicious wound.
Difficulty: 13
Advantage: Blade Amalgam (O)
Asgard 7: The farther reality pulls askew, the more you struggle at restoration. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 11
Advantage: Wizardry Cosmic (T)
Inverted Bane: Not often, but here at least on your stomach, you need to hold the beast at bay by kicking backward to keep from being seized and rent. Fail and suffer vicious wound. Regardless, suffer Shaken.
Difficulty: 14
Advantage: Swagger Effective Spurning (H)
Asgard 6: Something sinister delights in what you are doing, and thinking, and especially how you rationalize what you have become. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 13
Advantage: Skill Tormentor
Inverted Bane: Using pure magic, against something highly magical itself, is never a sane idea. The best that can happen is that your spell doesn’t backfire. Fail and return to Copious Monstrosities. Regardless, add a half D8 steps toward oblivion on your tally of Warped Outcomes. If the character is Skill Delver or Trait Gifted, the Difficulty reduces by two for each.
Difficulty: 14
Advantage: Wizardry Conjuration (L)
Asgard 5: No one seems available to give you a pick-me-up and restore your shattered mind. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 12
Advantage: Mount Talking (P)
Inverted Bane: Every fiber of your body says that without surprise, combat is hopeless; you grow weaker as the enemy gets stronger, bolder. Fail and lose swaggering technique. Regardless, return to Copious Monstrosities.
Difficulty: 14
Advantage: Swagger Killer Instinct (N)
Asgard 4: Reckless magical display has emboldened or empowered an even more fiendish foe. Fail and Oxprattarpxo appears in your location. You must switch to Q&D Banish before continuing at square zero on Copious Monstrosities.
Difficulty: 13
Advantage: Blade Ingenious (A)
Inverted Bane: It’s heaving you up and over the city walls; intertwine your fingers and hold on. Fail and tossed all the way back to Roman gate in Copious Monstrosities. Regardless, all pips are reset to zero.
Difficulty: 10
Advantage: Wizardry Animate Objects (O)
Asgard 3: Forget all about using your newfound powers to aid the poor or protect the helpless; your motive swings to primal. Success for Tactic Pip. Fail and all pips reset to zero.
Difficulty: 9
Advantage: Wizardry Demonic (F)
Inverted Bane: Admit you have no chance and panic, trying to size up a weird enemy. Fail and return to Copious Monstrosities.
Difficulty: 12
Advantage: Skill Brawler
Asgard 2: Combat magic is best countered with combat magic but avoid turning the whole field white. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 11
Advantage: Blade Scintillating (K)
Inverted Bane: Jinx this MoFo. Success and gain Command Pip. But fail and demoralized; decline all three longboat crew ranks in morale.
Difficulty: 11
Advantage: Wizardry Hexes (M)
Asgard Ace: Would be so perfect to have a sword that oozes flesh dissolving lye. Success and move to Spinechilling twists; only there is victory possible. But fail and suffer a vicious walking wound.
Difficulty: 9
Advantage: Blade Mucilage (B)
Inverted Bane: Each of its hands transforms into a powerful sucker that drinks your blood and adds the sanguine humour to its own. Fail and lose a Trait (permanently).
Difficulty: 9
Advantage: Swagger Seize Swordarm (Q)
Q&D Peon
Peon King: Call down hail, meteors, a flock of birds, leaves, dust, snow, etc., creating a maelstrom of debris. Success and quell any magical fissure in the area. If the area is calm, go back to fighting Copious Monstrosities.
Difficulty: 8
Advantage: Wizardry Telekinesis (D)
Inverted Bane: Fissure is a sealing on its own. There’s still a battle to be waged. Success and gain Tactics Pip. But fail and suffer a vicious wound. Regardless, quell any magical fissure in the area.
Difficulty: 6
Advantage: Wizardry Voltaic (N)
Peon Queen: Mask the faces and forms of everyone, so that your opponents strike each other. Success and quell any magical fissure in the area. If the area is calm, go back to fighting Copious Monstrosities.
Difficulty: 7
Advantage: Wizardry Illusions (I)
Inverted Bane: Combine resounding swings of your sword with quick rips, loosing arrows from your bow; alternate between the two as you hold shield and bow in left hand, blade and a clutch of arrows in the right. Fail and take a vicious wound. Regardless, return to Copious Monstrosities.
Difficulty: 7
Advantage: Skill Bowman
Peon Knight: Enough black arts for the moment; as they cower, cut them all down. Success and quell any magical fissure in the area. If the area is calm, go back to fighting Rampant Monstrosities. Regardless, gain one swaggering on your blade or mount.
Difficulty: 5
Advantage: Trait Bold
Inverted Bane: Gross, the pit slimed you with fetid puss or drenched you with its putrefied excrement. Success and return to Copious Monstrosities. But fail and Shaken. Regardless, your next card is not a Bane.
Difficulty: 7
Advantage: Skill Armorer-Smithy
Peon Knave: Gesticulate and bellow your intent to unleash a volley of pure fury on the enemy. Success and gain the Fury Pip for yourself or another. Regardless, return to Copious Monstrosities.
Difficulty: 8
Advantage: Trait Clever
Inverted Bane: Fissure sucks down townsfolk into its wicked gullet; there to use the body parts to make more servants for the evil army. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 7
Advantage: Mount Pure (L)
Peon 10: Experiment with witchery and devilish charms, curses read in moldy tomes or overheard in hushed tones. Success and quell any magical fissure in the area. If the area is calm, go back to fighting Rampant Monstrosities. But fail and Shaken.
Difficulty: 11
Advantage: Trait Gifted
Inverted Bane: Blindsided; the foe is fully atop your shoulders and clawing at the strap of your helm. Fail and suffer walking vicious wound.
Difficulty: 16
Advantage: Swagger Ferocity (J)
Peon 9: Listen to your inner voice, trust the forces of nature which guide. Success and return to Copious Monstrosities. But fail and next player to act will join you in Peon.
Difficulty: 9
Advantage: Wizardry Spirit Guide (R)
Inverted Bane: Strategize to overcome the monsters’ swelling numbers; his weaker minions and guard animals are in a frenzy too. Fail and suffer Shaken (penalty).
Difficulty: 9
Advantage: Mount Talking (P)
Peon 8: Lightning arcs from your spread fingers as you clench your teeth to keep them from shattering. Success and quell any magical fissure in the area.
Difficulty: 10
Advantage: Wizardry Voltaic (N)
Inverted Bane: Evil tends to be repelled by sunlight, but not these. Success and quell any magical fissure in the area. But fail and suffer vicious wound.
Difficulty: 13
Advantage: Mount Radiant (F)
Peon 7: Amplify the simmering hatreds and betrayals of the enemy; combat being the perfect cover to seek revenge. Success and return to Copious Monstrosities.
Difficulty: 10
Advantage: Wizardry Thought Control (P)
Inverted Bane: The monsters are multiplying by the hour. Send a runner for reinforcements, while you hold them back. Fail and suffer a vicious walking wound.
Difficulty: 12
Advantage: Mount Ominous (S)
Peon 6: Operate your weapon and shield remotely or turn the enemy’s own arms against him. Success and gain Catbird Seat. But fail roll and suffer a vicious walking wound.
Difficulty: 8
Advantage: Wizardry Telekinesis (D)
Inverted Bane: The blows of the beast are only glancing; keep it circling, unable or afraid to make a full-bodied frontal assault against your stalwart company of armsmen. Success and gain any swaggering of your choice.
Difficulty: 10
Advantage: Mount Beautiful (A)
Peon 5: Fold the earthly surface and create a crushing wall of stone, water and debris, enveloping the fools opposed to your plans. Success and quell any magical fissure in the area. But fail and open another fissure in an adjacent area.
Difficulty: 7
Advantage: Wizardry Geomancy (C)
Inverted Bane: Did more arrive? The hungry creatures seem to surround and shove, a scrum of punches and claw scrapes. Stab, duel dagger held upside down, while wriggling free, before you’re overwhelmed. Fail and suffer a walking vicious wound.
Difficulty: 9
Advantage: Mount Agile (C)
Peon 4: Summon a terrible wind, which freezes right to the bones. Success and quell any magical fissure in the area. But fail roll and suffer a vicious walking wound. Regardless, all players lose Command and Tactical Pip bonuses.
Difficulty: 7
Advantage: Wizardry Paralysis (Q)
Inverted Bane: Shovel up a berm, fashion a schiltron of stakes, huddle in a phalanx…protect your backsides and hamstrings from savage nips and tears. Success and gain the Fury Pip and Command Pip. But fail and lose swaggering and suffer a rank morale loss.
Difficulty: 10
Advantage: Wizardry Geomancy (C)
Peon 3: The site is littered with the recently defeated. Stop shoveling the guts into wheelbarrows! The flesh writhes, spasm trying to reconnect. Success and the group ignores the next half D8 bane flipped. But fail and zero all pips.
Difficulty: 9
Advantage: Wizardry Necromancy (H)
Inverted Bane: Though never the best idea, you use your typically offensive magic in contretemps to invigorate yourself. Success and gain the Catbird Seat. But fail and suffer Shaken.
Difficulty: 10
Advantage: Wizardry Thought Control (P)
Peon 2: Discover new magic of meaningful result. Success and gain a random Wizardry swaggering. But fail roll and suffer a vicious wound.
Difficulty: 9
Advantage: Skill Prestidigitation
Inverted Bane: There is no leader, all are single-minded minions. The mas seeks new flesh to append to the growing centipede. Fail and lose from your ranks of Crew Morale.
Difficulty: 9
Advantage: Blade Mucilage (B)
Peon Ace: Fireball! Success and quell any magical fissure in the area. If the area is calm, go back to fighting Rampant Monstrosities.
Difficulty: 7
Advantage: Wizardry Pyrotechnics (K)
Inverted Bane: Recognize your one true threat among the cacophony of colliding chaos. Success and quell any magical fissure in the area. Fail and lose any swaggering. Regardless, return to Copious Monstrosity.
Difficulty: 8
Advantage: Mount Lucid (N)
Q&D Spinechilling twist
Spinechilling King: Now is the time for insane action; there may never be a better moment if you hesitate not. Success and the test for victory. If the city has no fissures active, the monstrosity is defeated. Otherwise upon success, close a fissure anywhere of your choice.
Difficulty: 10
Advantage: Skill Berserker
Inverted Bane: Wriggle loose of your position and slog your way to a scaly vantage. Fail and add a half D8 to your tally of Warped Outcome.
Difficulty: 11
Advantage: Skill Brawler
Spinechilling Queen: Heimdall stumbles. Help him back up while batting away the monster’s jaw. Fail and lose all your make-rolls.
Difficulty: 11
Advantage: Trait Clever
Inverted Bane: Stab the apex of ganglia nerves controlling the creature’s wallow. Success and the test for victory. If the city has no fissures active, the monstrosity is defeated. Otherwise upon success, close a fissure anywhere of your choice.
Difficulty: 12
Advantage: Skill Delver
Spinechilling Knight: Leap to gain vantage on a balcony of some height. There you will power dive down it’s throat. Has it been tried yet? Success and the test for victory. If the city has no fissures active, the monstrosity is defeated. Otherwise upon success, close a fissure anywhere of your choice. But fail and suffer walking vicious wound.
Difficulty: 11
Advantage: Swagger Ferocity (J)
Inverted Bane: Tickle the thing like a courtesan, so that it rolls its weight off your pinned leg. Fail and suffer vicious wound.
Difficulty: 9
Advantage: Skill Courtly Graces
Spinechilling Knave: Position your sword against the beast’s throat; it thrashes and sinks harmlessly into the monster. Fail and suffer Shaken.
Difficulty: 9
Advantage: Trait Bold
Inverted Bane: Provoked the beast with its own inhuman fury. Fail and suffer vicious wound.
Difficulty: 11
Advantage: Trait Gifted
Spinechilling 10: Whack off limbs, shop the growing bone pile into kindling. Success and ignore Bane on your next card.
Difficulty: 9
Advantage: Trait Bold
Inverted Bane: The pummeling you’re taking is too much; you must try to retreat. Success and return to Shield Bearer. But fail and goto Peon.
Difficulty: 10
Advantage: Trait Rugged
Spinechilling 9: Lock your hands, choke the beast, determined not to be dislodged. Discover it breaths through countless mouths. Success and gain the Fury Pip for yourself or another.
Difficulty: 13
Advantage: Skill Equestrian
Inverted Bane: From your guarded vantage, unseen for the moment from the flesh monster, lash out and slice the mass into two slabs. Success and gain Tactics Pip. But fail and suffer Shaken.
Difficulty: 11
Advantage: Trait Methodical
Spinechilling 8: Forced to sheath your sword, momentarily, rather than lose your grip to climb. Success for Catbird Seat. But fail and suffers Shaken.
Difficulty: 12
Advantage: Trait Gifted
Inverted Bane: Stop, take a breath and reconsider; all you’re doing at the moment is dulling your blade, wailing away. Fail and go to Peon.
Difficulty: 10
Advantage: Swagger Killer Instinct (N)
Spinechilling 7: Second guess the monster’s actions, as it ungulates and retracts, trying to dislodge something caught in its throat. Success and gain both Catbird Seat and Command Pip.
Difficulty: 11
Advantage: Trait Methodical
Inverted Bane: Struggle to breathe as the monster bears downward; you search between lard sections to find a pocket of breathable air. Fail and lose any Swaggering Technique.
Difficulty: 9
Advantage: Skill Grit-Fortitude
Spinechilling 6: Hunker down and bat away the many flailing arms of the creature. Fail and suffer a vicious wound.
Difficulty: 11
Advantage: Skill Brawler
Inverted Bane: Avoid being pulverized between the buildings and the massive human crafted worm. Fail and suffer a vicious wound.
Difficulty: 9
Advantage: Blade Impetus (N)
Spinechilling 5: Puncture a heart, then another. Why won’t this thing die? Success for Fury Pip. But fail and lose any Swaggering Technique. Regardless, all players suffer Shaken (penalty).
Difficulty: 12
Advantage: Trait Rugged
Inverted Bane: Change tactics, you must realize you’re not making a dent in the thing from the outside. Success and gain Tactics and Command Pip. But fail and suffer vicious wound.
Difficulty: 9
Advantage: Trait Energetic
Spinechilling 4: Recognize the melds of parts on the monster seem weaker than full decomposing bodies. The key may be to slice it like lunchmeat. Fail and return to actions on Shield Bearer.
Difficulty: 9
Advantage: Skill Tinker
Inverted Bane: Bench press the beast for space to draw breath, will take nearly superhuman strength or a pure adrenalin rush. Fail and suffer a vicious wound.
Difficulty: 10
Advantage: Skill Berserker
Spinechilling 3: Recognize someone; that person is now part of the monster pleading for death. Success and gain Fury Pip. Fail and suffer Shaken.
Difficulty: 15
Advantage: Skill Tormentor
Inverted Bane: Start to panic; what were you thinking staying in this fight? Now try to remedy that. Fail and suffer vicious wound. Regardless, continue at Copious Monstrosities.
Difficulty: 10
Advantage: Trait Bold
Spinechilling 2: Witness the spectacle, sense myriad sets of astral eyes watching your combat with the creature. Success and the group ignores the next half D8 Banes. Regardless, add a half D8 steps toward oblivion on your tally of Warped Outcomes.
Difficulty: 9
Advantage: Blade Heirloom (I)
Inverted Bane: Let your mind rationalize what your fighting. This is a rolling ball of Constantinople’s citizens. Yep, they’re doomed. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Regardless, suffer Shaken.
Difficulty: 12
Advantage: Trait Clever
Spinechilling Ace: See the truth of the monster; that the mortal soul is sheltering in another dimension; direct Heimdall to kill the thing. Success and the test for victory. If the city has no fissures active, the monstrosity is defeated. Otherwise upon success, close a fissure anywhere of your choice.
Difficulty: 9
Advantage: Trait Energetic
Inverted Bane: Stop slashing and use your brain. The thing is behaving like an animal in all actions. Fail and suffer a vicious wound. Regardless, gain Command Pip.
Difficulty: 13
Advantage: Skill Farrier-Breeder
Major Tarot Monstrosity Arise
Magician: A fissure of evil erupts near the Royal Mint. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
High Priestess: A fissure of evil erupts near the Academy. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Empress: A fissure of evil erupts near the Palace. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Emperor: A fissure of evil erupts near the Legati. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Hierophant: A fissure of evil erupts near the Bishop. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Lovers: A fissure of evil erupts near the Forum. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Chariot: A fissure of evil erupts near the Hippodrome. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Justice: A fissure of evil erupts near the Curia Regis. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Hermit: Gain wisdom from Mímir; join any other character at Spinechilling Twists. Yes, some other character must reach this goal, else the card flip is impossible.
Wheel of Fortune: Shuffle the deck and continue.
Force: A fissure of evil erupts near the Imperial Watch. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Hanged Man: Lose your ability to gain Advantage actions from swaggering; your Traits or Skills remain unaffected.
Death: A fissure of evil erupts near the Acropolis. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Temperance: A fissure of evil erupts near the Roman Gate. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Devil: Lose all strategic Trait bonuses for the remainder of battle. Any of these already activated, such as Energetic, are also cancelled.
Tower of Destruction: Lose your ability to gain Advantage actions from Trait or Skill; swaggering remain unaffected.
Star: A fissure of evil erupts near the Janissary. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Moon: Zero all pips.
Sun: Gain a Trait.
Judgment: A fissure of evil erupts near the Imperial Navy. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
World: A fissure of evil erupts near the Constantine Wall. If the area is already corrupted, fissures form in all adjacent areas. Ref decides. Any character in that area suffers a vicious wound.
Fool: Lose all your character’s make-rolls.
Note: if the Major card is Inverted, the flip also counts as your character’s net action.
Ed. Comment: Loremaster Mike will decide if that means the Wheel had an alternate result besides shuffle? Something nearly unprecedented.
Yours,
IronRed
07-Jul-2021