In the Name of Titania Regina
A Hysterical Game of the 18th century High Seas, Adventure, and Romance
By
Brenna “La Rosa” Beattie
Needed
Paper/Pencil
1d12
1d4
1d6- with 6 colors on the sides (Red, Orange, Yellow, Green, Blue, Purple)
The Quest- What you have been assigned to find. They always come in combinations of three. Why? Because her majesty LIKES the number, that's WHY!
Faewine- What keeps you going. A liquid distilled from dreams and aged in barrels of rosewood and pure silver
Port Irisopolis- the City of the Faeries
Companion- your crewmates, whoever they be
Pranks- the elaborate schemes used to get your Quest item
You have the Queen's letter of marque and have been given a quest. The winner shall be granted the Queen's favor for eternity! The loser shall be publicly mocked as a disgrace to all privateers and no true Seelie faerie, perhaps even an enemy of the crown!
Character Creation
First thing, is to roll up your stats.
You shall have five, very important stats:
Guts
Style
Strength
Cunning
Heroics
One shall take the colored six sided die and roll five times. Then write each color beside one stat, wherever you feel it is most appropriate.
The colors are:
Red- Worthless
Orange- Trivial
Yellow- Fair
Green- Good
Blue- Excellent
Purple- Unequalled
Next, roll the twelve sided die to determine under which star you were born.
1=Aries (you have ram's horns and the power of fire)
2=Taurus (you have the head of a bull/cow and can control mud)
3=Gemini (you can duplicate yourself and speak to birds)
4=Cancer (you have crab claws for hands and are immune to cutting blows)
5=Leo (you have the mane of a lion and can summon and command cats to do your bidding)
6=Virgo (you are heartbreakingly beautiful and can control weather to a small degree)
7=Libra (you have large butterfly wings and can see the truth behind illusions)
8=Scorpio (you have a scorpion's tail and can attract members of the opposite sex)
9=Sagittarius (you are a centaur and can create small earth tremors)
10=Capricorn (you have goat horns and can make yourself physically unmoveable)
11=Aquarius (you have gills and can control the wind)
12=Pisces (you have webbed fingers and can speak to fish)
The Quest
The Queen is a just and good ruler, but a fickle one. The only way to stay in her good graces is to accept her missions, no matter how impossible they seem. At the beginning of each game, a twelve sided die will be rolled three times. According to the roll of the die, there are three possibilities of quest item.
1- A piece of chocolate held by the Queen of China, A lock of hair from a turtle, A rose found in the gardens of Morgan Le Fae
2- The last breath of a dying mother, Stardust from the hem of an Elf Maiden's robe, Three thorns plucked from the paw of the Nemean Lion
3- Seven arrows shot by Cupid into the arm of Diana, Feathers from the winged sandals of Hermes, A mandrake's sword
4- Venus' hairbrush, a flask of water from the bottom of a whirlpool, a kiss from a German Princess
5- The wand of Merlin, the crown of Guinevere, a piece of clothing from a child who never lied
6- Gold beads from a grandfather's rosary, Thunder from the forge of Vulcan, a claw from a witch's cat
7- A spare wing from a crippled faerie, a nail from a vampire's coffin, the left hand glove of the Queen of France
8- Ashes from Vesta's firepit, a hammer used by a dwarf, a faun's whistle
9- The horn from a young minotaur, the favorite chewed-up slipper of Cerberus, a petal from the skirt of a sylph dancer
10- The girdle of the Sultan's Daughter, fern seeds, a violin string from Satan's own fiddle
11- Strawberries from the Horn of Cornucopia, the diamond ring of an Indian Maharajah, the Green Girdle of Sir Gawain
12- The tears of laughter of Apollo, a sailor's shoe, a Gypsy's gold earring
The players may be as creative or as literal as they wish in obtaining these items, but they must get them!
After each roll, a four sided die is rolled to determine which choice is taken. On a roll of four, the roll must be made again.
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Well, here we go again. *watches game burst into flames* I meant to make it a flambe. Really!