Message:Q&D Hunt Beyond
A very cinematic action since ships truly are more like cages than multistory buildings. But, hey, let’s not let reality get in the way of a good romp. “He’s going out the gunport; grab him!” The players are looking for the Master (so-named A), the one with the keys or trying to blow the ship or has the map or simply he can’t get away since your task is to kill him. The table uses a conditional timer to make sure luck of the flip is minimized. The Agony Clock starts at zero. It increases by one for each hunt on the Master event flipped, plus add one upon any wound. The final required count must be higher than the highest-level character in the action.
The table runs as a mini-game. You start tying to kill (capture) the Master, but up to three other NPCs—Beefcake Enforcer (B), Lynchpin Tactician (C) and Silent Antihero (D)—on the enemy side might be critically added. To defeat these bad-guys, you’ll need to use the specific tables. If there is only the Master, select from that table. If any other principal NPC (so-named B, C or D) is aboard (present), then each player may select only from those specific tables. Killing any NPC awards one round of Catbird (+3) to all players.
If faced with success = dispatch but you lack the required Trait, the result changes to fail = vicious. That includes the Master who may only be defeated by a Dashing character. If you are hunting for one of the lesser NPC, yet you are thwarted because you lack the required Trait to hurt that guy, well, you may instead select a card on Hunt Aimlessly. Those tend to be bad. Think, Irregular action.
For a slightly harder experience, any and all of the three lesser NPC may start in the action. With slight change of the verbiage, you can use these tables to chase and capture an NPC in any place or terrain. Be creative.
Hunt Master
Hunt Master King: Rally your own support, get the crew or locals to see you as the new person in command. Success and the Master is slain or his McGuffin is successfully acquired. Requires Trait Dashing, else instead roll to avoid vicious wound. Difficulty: 8 Advantage: Rabblerouser
Hunt Master Queen: Intimidate the people who may be sympathetic and helping their boss (overlord) avoid your justice. Success and the Master is slain or his McGuffin is successfully acquired. Requires Trait Dashing, else instead roll to avoid vicious wound. Difficulty: 9 Advantage: Brawler
Hunt Master Knight: Stern and calm. Those who know you are intimidated; those who don't will soon learn. Success and the Master is slain or his McGuffin is successfully acquired. Requires Trait Dashing, else instead roll to avoid vicious wound. Difficulty: 8 Advantage: Tenacious Pistol Fire (R)
Hunt Master Knave: Find out why that peon is saluting you or gesturing for you to come hear what he has to say. Success for Catbird (+3). But fail and suffer vicious wound. Regardless, lose a random Swaggering. Difficulty: 7 Advantage: Gentry-Husbandman
Hunt Master 10: Ensure he’s not about to offer half his kingdom for a horse or a gangway off this barge. Success and gain Catbird (+3). But fail and suffer vicious. Regardless, gain a random Swaggering. Difficulty: 7 Advantage: Goldsmith
Hunt Master 9: Station guards to prevent backtrack and reinforcement. Success and gain Tactics (+1). But fail and next player to act is knocked unconscious, until the number of secondary NPC changes. Regardless, gain Discipline Tally. Difficulty: 10 Advantage: Man-at-Arms
Hunt Master 8: Seal passages with heavy cannon, debris or brush; probably utter nonsense and a waste of precious time. Success and gain Tactics (+1). But fail and next player to act is knocked unconscious, until the number of secondary NPC changes. Regardless, gain Acclaim Tally. Difficulty: 9 Advantage: Architect-Shipwright
Hunt Master 7: Spy glass Ollie says to observe the posture and gaze of prisoners discerning clues on the master's whereabouts. Success for Fury (+2). But fail and lose random swaggering. Regardless, gain Purse Tally. Difficulty: 12 Advantage: Inquisitionist
Hunt Master 6: Set some timed charges and sweep to force the foe into the kill zone. That or in overkill sink the ship. Success for Fury (+2). But fail and lose random swaggering. Regardless, next player to act takes event as Aimless. Difficulty: 11 Advantage: Chiasmic Actions (E)
Hunt Master 5: In the moment of eternity, as you turn and see the rival has the drop on you. Fail and the enemy now adds the Beefcake Enforcer (so-named B). This man may only be slain by someone with the Trait Stout. When NPC-B is already present, a failed roll inflicts vicious wound. Killing the Enforcer (B) will give one round of Catbird (+3) to all players. Difficulty: 9 Advantage: Better Valor (C)
Hunt Master 4: Be the better strategist for better results. Who’s sword will be colored crimson today? Fail and the enemy now adds the Lynchpin Tactician (so-named C). This man may only be slain by someone with the Trait Stout. When NPC-C is already present, a failed roll inflicts vicious wound. Killing the Lynchpin (C) will give one round of Catbird (+3) to all players. Difficulty: 9 Advantage: Captain-Ship's Pilot
Hunt Master 3: Say a prayer to patron saint or ancestor renowned for his luck; probably not at a place where the Virgin Mother should be bothered. Success for Fury (+2). But fail and reset all Pips. Difficulty: 9 Advantage: Solicitor
Hunt Master 2 Imperfect shot; you’ve fired but see the foe grasp a forearm or hop away on hobbled foot. All the better for him to bleed out. Fail and the enemy now adds the Silent Antihero (so-named D). This man may only be slain by someone with the Trait Stout. When NPC-D is already present, a failed roll inflicts vicious wound. Killing the Antihero (D) will give one round of Catbird (+3) to all players. Difficulty: 9 Advantage: Pistoleer
Hunt Master Ace: Scan mentally through your repertoire of dangerous ruse during the frozen instance before delivering the penultimate blow. Wait, you meant to employ your ultimate blow. Damn didactic memory patterns; that will teach you. Success and the Master is slain or his McGuffin is successfully acquired. Fail and someone else of your choice suffers a vicious wound. Requires Trait Dashing to slay, else failure adds your own vicious wound. Difficulty: 9 Advantage: Irregular Swordstrokes (N)
Note: This man may only be slain by someone with the Trait Dashing. If faced with success = dispatch, the result changes to fail = vicious.
Hunt Enforcer
Hunt Enforcer King: Use your advantage of numbers or array of skills or life experiences; childhood hardship builds character. Could be just wishing you have a prayer. Success and the Enforcer is slain. Requires Trait Stout, else instead roll to avoid vicious wound. Killing the Enforcer (B) will give one round of Catbird (+3) to all players. Regardless, gain Tactics (+1) Pip. Difficulty: 7 Advantage: Repartee (P)
Hunt Enforcer Queen: Foul the skuppers and trim to frimsal (even on land) by shouting out arcane orders designed to overawe and baffle. Success and the Enforcer is slain. Requires Trait Stout, else instead roll to avoid vicious wound. Killing the Enforcer (B) will give one round of Catbird (+3) to all players. Regardless, gain Acclaim Tally. Difficulty: 7 Advantage: Interpreter
Hunt Enforcer Knight: Rely on your reputation being superior to his. You are by far the better swordsman (in your mind's eye). Success and the Enforcer is slain. Requires Trait Stout, else instead roll to avoid vicious wound. Killing the Enforcer (B) will give one round of Catbird (+3) to all players. Regardless, gain Discipline Tally. Difficulty: 7 Advantage: Flamboyant Moves (J)
Hunt Enforcer Knave: Flub by a grenadier. You can admit the mistake was yours and reduce the Difficulty by three, but a failed roll results in your doom -- blown asunder. Otherwise, a failed roll results in everyone in the group suffering vicious wound. Regardless, reset all Pips. Difficulty: 8 Advantage: Chiasmic Actions (E)
Hunt Enforcer 10: When in doubt shoot blindly or with increased caliber of ballistics. Fail and next player to act suffers vicious. Difficulty: 7 Advantage: Gunner-Gunsmith
Hunt Enforcer 9: Prep yourself by loading an extra pistol, run the honing stone along the cutlass edge. Damn, did you drop your honing stone; how can that precious item ever be replaced! Fail and subsequently the next player to fail any roll, also suffers vicious. Double vicious will outright slay. Regardless, gain Fury (+2) going forward. Difficulty: 8 Advantage: Automatic Reload (B)
Hunt Enforcer 8: Recall the shortest distance between any two points is a curve or other such nonsensical sophist blather. Fail and suffer vicious. Regardless, gain Discipline Tally. Difficulty: 6 Advantage: Navigator-Mathematician
Hunt Enforcer 7: The cutlass makes the man; yours had better be sharp and devoid of cracks, rolls and warp. Fail and suffer vicious. Regardless, spend any and all of your Discipline Tally to add to Company Traits. Difficulty: 7 Advantage: Armorer
Hunt Enforcer 6: Rule one, stay alive. Fail and subsequently the next player to fail any roll, also suffers vicious. Double vicious will outright slay. Regardless, reset all Pips to zero. Difficulty: 8 Advantage: Better Valor (C)
Hunt Enforcer 5: Farriers shoot horses you know; tear some fabric to fashion some bandages for the upcoming blood bath. Fail and next player to act suffers vicious. Regardless, gain Fury (+2) going forward. Difficulty: 9 Advantage: Attract Fire (A)
Hunt Enforcer 4: Set a poor example. Fail and the enemy now adds the Lynchpin Tactician (so-named C). This man may only be slain by someone with the Trait Cunning. When NPC-C is already present, a failed roll inflicts vicious wound. Killing the Lynchpin (C) will give one round of Catbird (+3) to all players. Difficulty: 11 Advantage: Charismatic Style (D)
Hunt Enforcer 3: Set a fine example. Fail and subsequently the next player to fail any roll, also suffers vicious. Double vicious will outright slay. Regardless, gain Acclaim Tally. Difficulty: 7 Advantage: Equestrian
Hunt Enforcer 2: Tangled by a lashing yard or sprung trap, a noose set to wrest you from your feet. Fail and the enemy now adds the Silent Antihero (so-named D). This man may only be slain by someone with the Trait Lordly. When NPC-D is already present, a failed roll inflicts vicious wound. Killing the Antihero (D) will give one round of Catbird (+3) to all players. Difficulty: 11 Advantage: Juggler-Acrobat
Hunt Enforcer Ace: Being flexible comes with the strength of knowledge; take a teaching moment. Success for choice of Fury Pip (+2) or global Tactics Pip (+1). Regardless, your character ignores the Trait required to defeat the Master or any of his chosen minions. Difficulty: 8 Advantage: Accountant-Bookkeeper
Note: This man may only be slain by someone with the Trait Stout. If faced with success = dispatch, the result changes to fail = vicious.
Hunt Lynchpin
Hunt Lynchpin King: Speak a soothing word to sign articles of ceasefire among the wide-eyed raiders. Success and the Lynchpin is slain. Requires Trait Cunning, else instead roll to avoid vicious wound. Killing the Lynchpin (C) will give one round of Catbird (+3) to all players. Regardless, spend any and all of your group’s Acclaim Tally to add to Ship Traits. Difficulty: 8 Advantage: Forger
Hunt Lynchpin Queen: Shoot the officers; disrupt the chain of command and execution of orders. Success and the Lynchpin is slain. Requires Trait Cunning, else instead roll to avoid vicious wound. Killing the Lynchpin (C) will give one round of Catbird (+3) to all players. Difficulty: 8 Advantage: Tenacious Pistol Fire (R)
Hunt Lynchpin Knight: Confuse the orderly operation of the ship, constable patrols or changing of the delaying guards. Success and the Lynchpin is slain. Requires Trait Cunning, else instead roll to avoid vicious wound. Killing the Lynchpin (C) will give one round of Catbird (+3) to all players. Regardless, gain Fury (+2) going forward. Difficulty: 9 Advantage: Briber
Hunt Lynchpin Knave: Call out the wrong direction—starboard, port, aft, stern, what’s the big whoop? Only sergeants at drill worry left and right, and only then at ceremonial parade. Fail and all players are pinned, losing Advantage actions until each subsequently succeeds. Regardless, lose a random Swaggering. Difficulty: 10 Advantage: Attract Fire (A)
Hunt Lynchpin 10: Defuse a keg of power set with a long delay fuse. All you need is composure and a still hand. Fail and next player to act is pinned; he loses Advantage bonus until he is successful in an event. Regardless, gain Acclaim Tally. Difficulty: 11 Advantage: Effective Spurning (H)
Hunt Lynchpin 9: Expose your arse to the foe and get him flustered, embarrassed by your lack of decorum, so ungentlemanly, such a bourgeois malcontent. Fail and all bonus Pips are zeroed. Regardless, next player to act takes action on Aimless. Difficulty: 10 Advantage: Gesticulate Garment (K)
Hunt Lynchpin 8: Give both sides a reason to stand and fight; breach the hull, levee, dam. Fail and all players are pinned, losing Advantage actions until each subsequently succeeds. Regardless, all bonus Pips are zeroed. Difficulty: 7 Advantage: Prospector-Sapper
Hunt Lynchpin 7: Lean too far over the edge of the ship (gulch, balcony), trying to get a clear shot or perspective. Is this at sea and can you swim? Besides the test for drowning. Fail and pinned; you lose Advantage actions until you succeed at an event roll. Regardless, zero any bonus Pip that you benefit from (that includes Tactics Pip). Regardless, gain a Purse Tally. Difficulty: 10 Advantage: Crossbowman
Hunt Lynchpin 6: Festive the colors of hell spring forth. Loft flaming arrows of delight. Revel with sparks of ash-tossed incense and splash the residue of waxy tabors; blazing sigils of lit tar. Ignite the sails of the crestfallen enemy ablaze oh so glorious and warm. Fail and next player to act is pinned; he loses Advantage bonus until he is successful in an event. Regardless, dance a tad too close to your arson for a vicious wound. Option to Check Growth with Affectation Fire-Bug. Difficulty: 10 Advantage: Longbowman-Squire
Hunt Lynchpin 5: Doomed by distraction. Fail and the enemy now adds the Beefcake Enforcer (so-named B). This man may only be slain by someone with the Trait Lordly. When NPC-B is already present, a failed roll inflicts vicious wound. Killing the Enforcer (B) will give one round of Catbird (+3) to all players. Regardless, spend up to a half D8 Purse Tally to gain any Ship or Company Trait. Difficulty: 10 Advantage: Spy
Hunt Lynchpin 4: Hoot and howl to let the opponents know they are dealing with savage, deranged pursuit. Fail and all bonus Pips are zeroed. If there are no bonus in play, a failed roll results in a vicious wound. Regardless, next player to act takes action on Aimless. Difficulty: 10 Advantage: Feigns (I)
Hunt Lynchpin 3: Someplace else went boom. Investigate could be what the enemy anticipates. Success for the Catbird Seat (+3) or Tactics Pip. But fail and suffer vicious wound. Difficulty: 10 Advantage: Apothecary
Hunt Lynchpin 2: Nap time, as you are lifted in the air and deposited unceremoniously on your chin. Fail and the enemy now adds the Silent Antihero (so-named D). This man may only be slain by someone with the Trait Lordly. When NPC-D is already present, a failed roll inflicts vicious wound. Killing the Antihero (D) will give one round of Catbird (+3) to all players. Difficulty: 11 Advantage: Pugilist
Hunt Lynchpin Ace: Hold out your hand, shaking, only to realize this can't be fear. Nope, you're drunk, a functioning souse. Check Growth for the Affectation. Success for choice of Fury Pip (+2) or global Tactics Pip (+1). Regardless, your character ignores the Trait required to defeat the Master or any of his chosen minions. Difficulty: 9 Advantage: Heroic Swordplay (L)
Note: This man may only be slain by someone with the Trait Cunning. If faced with success = dispatch, the result changes to fail = vicious.
Hunt Antihero
Hunt Antihero King: Dumbfounded with apprehension, strike a distinguished pose and issue vague orders. Success and the Antihero is slain (departed). Requires Trait Lordly, else instead roll to avoid vicious wound. Killing the Antihero (D) will give one round of Catbird (+3) to all players. Difficulty: 7 Advantage: Gesticulate Garment (K)
Hunt Antihero Queen: Delicate tools seem necessary; there is always that moment where for want of a hammer to drive the nail. Success and the Antihero is slain (departed). Requires Trait Lordly, else instead roll to avoid vicious wound. Killing the Antihero (D) will give one round of Catbird (+3) to all players. Difficulty: 7 Advantage: Hilt Punch (M)
Hunt Antihero Knight: Position yourself for best opportunity; that's your excuse and you're sticking to it. Perchance you seek the ulterior motive of loot? Success and the Antihero is slain (departed). Requires Trait Lordly, else instead roll to avoid vicious wound. Killing the Antihero (D) will give one round of Catbird (+3) to all players. Regardless, gain a Purse Tally. Difficulty: 7 Advantage: Pickpocket
Hunt Antihero Knave: Open a door, cupboard or hatch (rock pile or tree blind) which has been set with a leaning musket, primped to discharge as it falls. Success to gain Carte Blanche; a reward in this battle to cancel the result of any one card event (good and bad). You may see the action's roll before deciding. But fail and fall with vicious wound. Regardless, add to Purse Tally (guns are pricy). Difficulty: 11 Advantage: Disarming Blows (G)
Hunt Antihero 10: Answer the call of nature by trotting-off long enough to relieve your discomfort. Aye, you are not alone in your solitude as danger lurks aloft. Fail and knocked unconscious, until the number of secondary NPC changes. Regardless, lose a random Swaggering. Difficulty: 11 Advantage: Wrestling Holds (T)
Hunt Antihero 9: Spy glass Johnny; ask the guy with the spyglass if he sees anything. Probably dumb as well as fateful request. Fail and subsequently the next player to fail any roll, also suffers vicious. Double vicious will outright slay. Difficulty: 9 Advantage: Hunter
Hunt Antihero 8: Confused, lost or tangled. Time must be wasted finding and saving you. Or are you left to suffer (and likely die)? Success to gain Carte Blanche; a reward in this battle to cancel the result of any one card event (good and bad). You may see the action's roll before deciding. But fail and fall with vicious wound. Difficulty: 8 Advantage: Uncontested Dagger Thrust (S)
Hunt Antihero 7: Hide; bolster courage with a wee sip of comfort from a flask. Success for Catbird (+3). But fail and knocked unconscious, until the number of secondary NPC changes. Difficulty: 10 Advantage: Seize Swordarm (Q)
Hunt Antihero 6: Slippery when wet. Fall prone while carrying a load firearm (several) or wearing a half dozen knives could be—to say the least—hazardous. Fail and suffer vicious; also with failure, the next player to act suffers vicious. Regardless, lose a random Swaggering. Difficulty: 6 Advantage: Oriental Pummeling (O)
Hunt Antihero 5: Vanity will be the death of us all. Shiny buttons make the officer and offer valuable center target for an enemy sharpshooter. Fail and the enemy now adds the Beefcake Enforcer (so-named B). This man may only be slain by someone with the Trait Cunning. When NPC-B is already present, a failed roll inflicts vicious wound. Killing the Beefcake (B) will give one round of Catbird (+3) to all players. Difficulty: 13 Advantage: Feigns (I)
Hunt Antihero 4: Question why you and your brethren are racing to certain death. Fail and the enemy now adds the Lynchpin Tactician (so-named C). This man may only be slain by someone with the Trait Cunning. When NPC-C is already present, a failed roll inflicts vicious wound. Killing the Lynchpin (C) will give one round of Catbird (+3) to all players. Regardless, gain a random Swaggering (and perhaps an answer to your motivation). Difficulty: 9 Advantage: Repartee (P)
Hunt Antihero 3: Old grievances fill your thoughts with doubt, anger and desire for payback. Now could be the perfect moment to make a nemesis in the group) suffer or disappear. Fail and subsequently the next player to fail any roll, also suffers vicious. Double vicious will outright slay. Check Growth by naming this nemesis (even when he may not become the final victim of your treachery). Difficulty: 11 Advantage: Uncontested Dagger Thrust (S)
Hunt Antihero 2: Damn Poseidon’s beard! – Waves wash-up over the rails befouling the lower decks or a staunch rain begins, a drenching downpour. But I’m inside? Remind the landlord to change the thatch or tiles on his roof. Regardless, you slip-slide as assuredly as if you were skating on thin ice. Fail and knocked unconscious, until the number of secondary NPC changes. Difficulty: 9 Advantage: Automatic Reload (B)
Hunt Antihero Ace: Fearlessness shall prevail or get you shot dead. Success for choice of Fury Pip (+2) or global Tactics Pip (+1). Regardless, your character ignores the Trait required to defeat the Master or any of his chosen minions. Difficulty: 7 Advantage: Heroic Swordplay (L)
Note: This man may only be slain by someone with the Trait Lordly. If faced with success = dispatch, the result changes to fail = vicious.
Wandering Aimlessly
Aimless King: A good day hunting; unfortunately, there isn’t day or night below deck (in a cellar-dungeon) as you hunt by candlelight or groping for the next hull-attached (wall) lantern. Success for Catbird (+3). Regardless, gain Trait Lordly for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 8 Advantage: Daring Pistol Fire (F)
Aimless Queen: Easy, don’t be the bull in the China shoppe. Your character is making too much noise, alerting the enemy and giving him time to move elsewhere. Fail and zero all your own bonus Pip; that includes Tactics. Regardless, lose Trait Lordly for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 7 Advantage: Fencer
Aimless Knight: Oli-oli-oxen free; wait, you gave-up too quickly. You can’t just burn-smoke him out or sink the ship (as some would advise). Fail and next player to act suffers vicious. You may declare yourself the potential victim but Difficulty raises by four. Regardless, gain Trait Dashing for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 9 Advantage: Slaver
Aimless Knave: Ghost in the fog; you hear footfalls, stomping, coming from every direction. Pyrates of Penzance catlike stealth, indeed. Success for Fury (+2). But fail and knocked unconscious, until the number of secondary NPC changes. Regardless, lose Trait Dashing for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 8 Advantage: Disarming Blows (G)
Aimless 10: Linger too long hoping the enemy on the prowl will run into the trap (tarp) you set. Success for Fury (+2) or Tactics Pip (+1). But fail and suffer vicious. Regardless, gain Trait Cunning for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 9 Advantage: Irregular Swordstrokes (N)
Aimless 9: Pick at a frayed thread in your coat, recalling the day you bought it (or took it off that Spanish commander you knifed from behind). Stop distracting others, please. Fail and next person to act is knocked unconscious, until the number of secondary NPC changes. Regardless, gain Trait Stout for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 7 Advantage: Charismatic Style (D)
Aimless 8: Winds aloft, as you return to the deck (street or field) and begin the search anew. The enemy has the advantage because he knows the nooks and crannies. Maybe borrow a stethoscope to listen at the walls. Fail and zero all Pips. Regardless, lose Trait Cunning for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 13 Advantage: Physician
Aimless 7: Sea Bird, often a good omen. These are found stuffed and displayed on the wall of one of the cabins; not so good a sign. Fail and zero all Pips. If there are none at the moment, instead suffer vicious wound upon failing. Regardless, lose Trait Stout for remainder of the battle. If this event occurs twice in the same battle for the same person, the result in permanent. Difficulty: 9 Advantage: Daring Pistol Fire (F)
Aimless 6: A mistake is made. Maybe you lost focus when you bumped your head on the door threshold, trying to rush willy-nilly. Fail and knocked unconscious, until the number of secondary NPC changes. Regardless, next player to act takes action on Aimless. Difficulty: 7 Advantage: Effective Spurning (H)
Aimless 5: Ears ringing, you have fired your pistol so many times at shadows, motion and squeaks that you need more powder. Fail and lose any Swaggering. Regardless, the enemy now adds the beefy Enforcer (so-named B). This man may only be slain by someone with the Trait Stout. When NPC-B is already present, a failed roll inflicts vicious wound. Killing the Enforcer (B) will give one round of Catbird (+3) to all players. Difficulty: 8 Advantage: Hilt Punch (M)
Aimless 4: Ship (place) may be haunted; at least you believe as you step across freshly slain bodies and not recall if by your act. Hope someone else was busy-busy as you divided to quarry the prey. Success for Fury (+2) or Tactics (+1). But fail roll and zero all Pips. Regardless, the enemy now adds the Lynchpin Tactician (so-named C). This man may only be slain by someone with the Trait Cunning. When NPC-C is already present, a failed roll inflicts vicious wound. Killing the Lynchpin (C) will give one round of Catbird (+3) to all players. Difficulty: 9 Advantage: Oriental Pummeling (O)
Aimless 3: Give up; the ship (place) seems empty. Besides, you’re more interested in loot. Success and gain a Purse Tally. Regardless, next player to act takes action on Aimless. Difficulty: 9 Advantage: Flamboyant Moves (J)
Aimless 2: Stop to eat or gather some extra shot and powder for the trigger happy. Success for Discipline Tally. Regardless, the enemy now adds the Silent Antihero (so-named D). This man may only be slain by someone with the Trait Lordly. When NPC-D is already present, a failed roll inflicts vicious wound. Killing the Antihero (D) will give one round of Catbird (+3) to all players. Difficulty: 10 Advantage: Seize Swordarm (Q)
Hunt Aimless Ace: The best teacher is battle or an enemy stretched in a full nelson – you have uncovered a ploy, shortcut or cutoff. Success for choice of Fury Pip (+2) or global Tactics Pip (+1). Regardless, your character ignores the Trait required to defeat the Master or any of his chosen minions. Difficulty: 6 Advantage: Wrestling Holds (T)
Note: Rather run, le poulette? Players may decide to flee this folly. All players then take events on Aimless with any result of success allowing that character to escape. Those left behind (incapacitated) might suffer Digression or can be extricated by another player returning for yet more Aimless events to retrieve a fallen comrade. All secondary NPC create DefMod (-1) per each for being in an action where the group has decided to flee.
Major Tarot
Magician: Frankenstein released – If the situation has an Enforcer and Master alone, the death of the Enforcer also causes the death of the Master. Cards may be selected on either event table.
High Priestess: Gain an Acclaim Tally or forego the reward to let each player (not you) gain Catbird Seat (+3).
Empress: Gain a Purse Tally or forego the reward to let the group gain Tactics (+1) Pip.
Emperor: Brotherhood – If the situation has a Lynchpin and Master alone, the death of the Lynchpin also causes the death of the Master. Cards may be selected on either event table.
Hierophant: For one full round of the action, the player may opt to also try and defeat one of the three secondary NPC in play. The Difficulty attempt roll is raised by one. All other results of the event still apply.
Lovers: Toggle the Enforcer (B). If he’s in play, he dies. If he is absent, he appears.
Chariot: If there are no secondary NPC in play, add all three. Else, kill one enemy NPC currently fouling the action. Players may decide which to eliminate. This NPC will never again appear in the battle; ignore whenever prompted.
Justice: Toggle the Lynchpin (C). If he’s in play, he dies. If he is absent, he appears.
Hermit: Toggle the Antihero (D). If he’s in play, he dies. If he is absent, he appears.
Wheel of Fortune: Shuffle the deck and continue.
Force: Gain a Discipline Tally or forego the reward to let every player (including you) gain Fury (+2).
Hanged Man: Usurper – If the situation has an Antihero and Master alone, the death of the Antihero also causes the death of the Master. Cards may be selected on either event table.
Death: All kills of NPC are final. Once each type falls, then they will not resurrect. Ignore any prompt to put that type back into play.
Temperance: Each time a hostile NPC is added to play, all Difficulties drop by one accumulating. Thus, if three enemy NPC have been generated, the overall AID is plus three. This bonus is zeroed when the deck shuffles.
Devil: For one full round of player actions, the Advantage is ignored. No one rolls three dice against Difficulty.
Tower of Destruction: The Master has two-lives, a body double or is just that awesome. However, when he has presumably died once, then he has no secondary NPCs to call. Further, the restriction of needing Dashing, only applies to the final rival that needs defeat.
Star: One secondary NPC flees or switches sides. You can gain one of the following: Tactics (+1) or one round Catbird (+3). There must be an enemy in play, or the result is moot. Players decide which NPC jumps ship.
Moon: All players take one round of Wandering Aimlessly.
Sun: For one round of player actions, the Advantages change to any swaggering with a Difficulty raised by one. The swaggering may be one you have or one you want; your choice.
Judgment: Any secondary NPC in play may be swapped in role and thus required Trait. You may even fight any number of the same type. Once set, the NPC stays in the assigned role (until defeat). This choice lasts until deck shuffles, and all changes made before then remain in play.
World: If there is at least one secondary NPC is play, he will flee. However, all Pips reset to zero. There must be an enemy in play, or the result is moot. Players decide which NPC cuts and runs.
Fool: The secondary NPC must be slain in reverse order, D before C before B before the Master (A). Change any option to slay out of order into Fail and suffer vicious wound.
Yours,
IronRed
09-May-2022