Message:Battle Conditions
These four disadvantages are added into the start of combat to make any battle’s enemies more formidable. Panic, Dire State, Tricked and Flat-Footed. Panic is ignored upon reaching character level 2+, Dire after 4+, Tricked after 6+ and the last, Flat-Footed, becomes more desperate an event at 7+ with any failed roll also delivering a vicious wound.
Banes Panic
Bane King Panic: Chase after some adversary only to discover it’s a noncombatant or phantom, utter waste of exertion. Success and no one else needs to take actions of Panic. But fail and follow with Digressions. Regardless, your Skills may not be used to gain Advantage dice in this action. Difficulty: 9 Advantage: Dashing
Bane Queen Panic: Complicate your actions overplanning your tactical moves to traverse the space between you and foes. Fail and all players add an extra Bane of Tricked, regardless of level. Regardless, your traits may not be used to gain Advantage dice in this action. Difficulty: 5 Advantage: Sapper
Bane Knight Panic: Parry the stumbling lunge of an ally even more terrified than you. Fail and suffer vicious wound. Regardless, the next player to take action also suffers knock-out upon failure. Difficulty: 7 Advantage: Fencer
Bane Knave Panic: Race about like a headless chicken, seeking shelter and a place to cower. Fail and next player to act suffers vicious wound. Regardless, all Personal Events you generate in the remainder of the adventure become inverted. Difficulty: 6 Advantage: Dashing
Bane Ten Panic: No need to attend to your own accoutrement when you can borrow upon the utility belt of a companion. Fail and next player to act adds an extra Bane of Dire State, regardless of level. Regardless, you may not gain Swaggering in this action. Difficulty: 6 Advantage: Pickpocket
Bane Nine Panic: Leap in surprise, prairie-dogging your view, only to cold-cock you skull on something low hanging. Fail and all players add an extra Bane of Flat-Footed, regardless of level. Difficulty: 6 Advantage: Stout
Bane Eight Panic: Cut your own hand drawing a blade. Fail and the Difficulty of all banes you receive in the continuing action are increased by two. Difficulty: 7 Advantage: Fencer
Bane Seven Panic: Attend to the pain of a grazing wound caused by your own pistol ball. Fail and all players add an extra Bane of Dire State, regardless of level. Difficulty: 7 Advantage: Physician
Bane Six Panic: Tunnel vision and lose all perspective of the surroundings. Fail and follow with Digressions. Difficulty: 6 Advantage: Architect
Bane Five Panic: Fixate on the injury that might be inflicted on your face by the serrated knife (teeth) wielded by the enemy. Fail and next player to act is knocked out. Difficulty: 5 Advantage: Crossbowman
Bane Four Panic: Tend to a wound that in truth is an old stain or someone else’s exploded humors. Fail and the Difficulty of all banes in the continuing action, received by the next player to act, are increased by two. Difficulty: 7 Advantage: Cunning
Bane Three Panic: Crash your way, head down, through an obstruction; you may have misjudged the density. Fail and knocked out. Difficulty: 10 Advantage: Brawler
Bane Two Panic: Obsess of racial discrepancies, differences in the enemy physique, bone and muscle features, fear his grimace, or misread the noble bearing of his continence. Fail and the Difficulty of all banes in the continuing action, for all players, are increased by two. Difficulty: 5 Advantage: Slaver
Bane Ace Panic: Mishear and jump the gun on the order to strike-now or over ponder a warning to take cover. Success and no one else needs to take actions of Panic. Difficulty: 7 Advantage: Interpreter
Bane Dire State
Bane King Dire: Discover the traitor within the party (at least accuse the person you long have suspected). Fail and next player to act may not use Skills to gain Advantage dice in this action. Regardless, you gain a plus three modifier (Catbird Seat) to your next roll in this action. Difficulty: 8 Advantage: Inquisitionist
Bane Queen Dire: Have the wind knocked out of you. Fail and next player to act loses Swaggering. Regardless, you have exercised your Pistoleer benefit to cancel a DefMod. Difficulty: 7 Advantage: Acrobat
Bane Knight Dire: When all else fails, go on-high (up or to higher ground), for maneuver and protection. Fail and all players may not use nor gain Swaggering in this action. Regardless, everyone gains a plus one modifier (Tactics) to all rolls in this action. Difficulty: 9 Advantage: Acrobat
Bane Knave Dire: Arm yourself with the enemy’s own weapons, off the dead or the those soon to be. Fail and all players add an extra Bane of Panic, regardless of level. Regardless, you have exercised your Fencer benefit to cancel a DefMod. Difficulty: 8 Advantage: Brawler
Bane Ten Dire: Beat another person senseless with the butt of your unloaded pistol and take their shot and powder horn to boot. Fail and next player to act adds an extra Bane of Tricked, regardless of level. Regardless, you gain a plus two modifier (Fury) to all rolls in this action. Difficulty: 7 Advantage: Pistoleer
Bane Nine Dire: Stumble and fall while slashing. Fail and lose Swaggering. Difficulty: 6 Advantage: Stout
Bane Eight Dire: Separated, manhandled, scream in agony and presumed captured. You might be later hiding thinking the others are all doomed. Fail and next player to act adds an extra Bane of Panic, regardless of level. Difficulty: 7 Advantage: Sailor
Bane Seven Dire: Tangled and encircled by one bounding giant of an enemy wrestler. Fail and you may not use Make-Rolls in the action. Difficulty: 9 Advantage: Brawler
Bane Six Dire: Rationalize, that no plan survives longer than the first shot of any war. Fail and all players may not use Make-rolls in this action. Difficulty: 8 Advantage: Man-at-Arms
Bane Five Dire: Revel in dishonesty, revealing how well you lie, thus shaking the trust of your own confederates. Fail and the next player to act may not use Make-rolls in this action. Difficulty: 7 Advantage: Forger
Bane Four Dire: Fists up, shoulders square, let’s see what these Turks are made of. Fail and next player to act adds an extra Bane of Flat-Footed, regardless of level. Difficulty: 9 Advantage: Pugilist
Bane Three Dire: Where is your cutlass, fool! Arm yourself with something heavy and within reach. Fail and next player to act may not use or gain Swaggering in this action. Difficulty: 7 Advantage: Tradesman
Bane Two Dire: Tumble about, serpentine to despoil the enemy aim. Fail and next player to act may not use Traits to gain Advantage dice in this action. Difficulty: 8 Advantage: Acrobat
Bane Ace Dire: Way Hay and throw her over; earl-lie in the morning. Success and no one else needs to take actions of Dire State. Difficulty: 6 Advantage: Brawler
Bane Tricked
Bane King Tricked: Blinded by the light; helps to cast a large shadow. Fail and you may no longer attempt Calculated actions for the remainder of the adventure. Regardless, your trait of Cunning may not be used to gain Advantage dice in this action. Difficulty: 7 Advantage: Stout
Bane Queen Tricked: There are only three main actions with a rapier – lunge, parry and riposte. However, there are a dozen others stratagems when combined with twirling grapnel. Fail and you may only attempt Defensive actions for the remainder of the adventure. Regardless, your trait of Lordly may not be used to gain Advantage dice in this action. Difficulty: 5 Advantage: Fencer
Bane Knight Tricked: Snatch the pistol pointed at you. Fail and add an extra Bane of Panic, regardless of level. If the player character is not of trait Stout, difficulty increases by four. Regardless, your trait of Dashing may not be used to gain Advantage dice in this action. Difficulty: 6 Advantage: Pistoleer
Bane Knave Tricked: Such a waste, if they’d only pay you the cost of what it will take to kill you, in munitions and servants, you’d retire from this life of thievery. Fail and all players lose Multiple Attempt Bonus in this action. Regardless, the next player to take action also suffers the loss of a Swaggering upon failure. Difficulty: 7 Advantage: Accountant
Bane Ten Tricked: This affair is bad for commerce; surely someone in authority among the enemy would agree? Fail and you may no longer attempt Brash actions for the remainder of the adventure. Regardless, your trait of Stout may not be used to gain Advantage dice in this action. Difficulty: 7 Advantage: Briber
Bane Nine Tricked: A errant horse, here, how astonishingly convenient. Fail and add an extra Bane of Flat-Footed, regardless of level. Difficulty: 6 Advantage: Equestrian
Bane Eight Tricked: Calmly restore your crippled firearm to working order. Fail and lose Multiple Attempt Bonus in this action. Difficulty: 7 Advantage: Gunsmith
Bane Seven Tricked: Regret your prior excuses and count-off the number of days since you last sharpened your blade. Fail and you may only attempt Irregular actions for the remainder of the adventure. Difficulty: 7 Advantage: Tinker
Bane Six Tricked: Hands raised—Surrender?—good to have a third set of fingers to ready a weapon, at least as a metaphor if not a practical theory. Fail and follow with Digressions. Difficulty: 7 Advantage: Juggler
Bane Five Tricked: There’s always a tell. Others may be surprised by seditious vipers, not you. Fail and next player to act loses Multiple Attempt Bonus in this action. Difficulty: 7 Advantage: Cards-Dice
Bane Four Tricked: Give warning your enemy is fully armed with devious devices uncommon, still lethal. Fail and next player to act may not use Traits to gain Advantage dice for the rest of the adventure. Difficulty: 8 Advantage: Longbowman
Bane Three Tricked: Obscure your next actions with a bit of tossed salt or pyrotechnic Poof! Fail and next player to act may not use or gain Swaggering dice for the rest of the adventure. Difficulty: 6 Advantage: Apothecary
Bane Two Tricked: Exert mightily or discharge a full volley on a decoy; indeed you desire a winded break. Fail and next player to act may not use Skills to gain Advantage dice for the rest of the adventure. Difficulty: 7 Advantage: Hunter
Bane Ace Tricked: Face certain capture, as you have on numerous other occasions; a fine tale this will make to scare flouncy beer-maids. Success and no one else needs to take actions of Tricked. Difficulty: 7 Advantage: Captain
Banes Flat-Footed & Off-Guard
Bane King Off-Guard: Everyone has a price – did they find or make offer meeting yours? Fail and add an extra Bane of Tricked, regardless of level. Regardless, zero enemy DefMod. Difficulty: 8 Advantage: Goldsmith
Bane Queen Off-Guard: Recall that time the bull nearly ran you over as you tried to milk the thing, mere comic anecdote. Fail and add an extra Bane of Dire State, regardless of level. Regardless, the next player to take action also suffers vicious wound upon failure. Difficulty: 7 Advantage: Gentry
Bane Knight Off-Guard: Bad fortune has befallen the character. Fail and lose Multiple Attempt Bonus in this action. Regardless, the Difficulty of all banes received in the continuing action are increased by two. Difficulty: 9 Advantage: Social Class 9+
Bane Knave Off-Guard: Delay by overturning boxes, barrels, tables, etc. Fail and all players lose Swaggering. If the player character is not a skilled Tradesman, difficulty increases by four. Regardless, lose Multiple Attempt Bonus. Difficulty: 9 Advantage: Cunning
Bane Ten Off-Guard: Tangled by improvised netting. Fail and you have exercised your Pistoleer benefit to cancel a DefMod. Regardless, lose one Swaggering. Difficulty: 10 Advantage: Dashing
Bane Nine Off-Guard: Nonplussed by the supernatural, unable to explain the enemy’s mastery of illusions, witchery. Fail and your Skills may not be used to gain Advantage dice in this action. If the player character is not skilled in Literacy, difficulty increases by four. Difficulty: 12 Advantage: Stout
Bane Eight Off-Guard: Below your garments you have form-fitted medieval cuirass. Fail and you have exercised your Fencer benefit to cancel a DefMod. Difficulty: 8 Advantage: Armorer
Bane Seven Off-Guard: Begin turned-about, even the enemy smiling at your gift of the exposed back of your head. Fail and you may not use or gain Swaggering in this action. Difficulty: 8 Advantage: Stout
Bane Six Off-Guard: Caught by a foe exercising his own uncontested dagger strike. Fail and all players lose Multiple Attempt Bonus in this action. Regardless, enemy NPCs double their defensive modifier for all other player attacks this round. Difficulty: 11 Advantage: Spy
Bane Five Off-Guard: Misjudge a maneuvering enemy for a retreating coward. Fail and next player to act has exercised his Fencer benefit to cancel DefMod. Difficulty: 9 Advantage: Rabblerouser
Bane Four Off-Guard: Worry over a lull, so apply some daring-do – leap from a balcony, spring across a moat, off a bridge or roof top, etc. Fail and your Traits may not be used to gain Advantage dice in this action. If the player character is not a skilled Sailor, difficulty increases by four. Difficulty: 9 Advantage: Acrobat
Bane Three Off-Guard: Warn a friend as he is about to step blindly right into your opponent’s right cross of his sword hilt. Fail and next player to act loses Multiple Attempt Bonus in this action. Difficulty: 10 Advantage: Stout
Bane Two Off-Guard: Drag a fallen accomplice out of harm’s way. Fail and next player to act has exercised his Pistoleer benefit to cancel DefMod. If the player character is not of trait Stout, difficulty increases by four. Difficulty: 7 Advantage: Swagger you Lack
Bane Ace Off-Guard: Could be the enemy is a bunch of imbeciles; could be your arrogance enhances their ploy. Care to find out which? Success and no one else needs to take actions of Flat-Footed. Difficulty: 11 Advantage: Solicitor
Yours,
IronRed
08-Apr-2022