Skyborne: a Quest of Airships, Terror and Revolution

Voting is open
Pretty straightforward choices for me, negate that Soul malus and grab Sky for better ship piloting skills as a general purpose tool.

Hennepin was most used for his Suave and nobody else on the crew has that skill.
We just got a shiny new electric engine that could use the extra engineering skils to analyze with Vroomen's Sharp.

[X] Sky. You've gained new insight into the business of sailing the world-sky during this mission. Gain +1 Sky (+1).
[X] Soul. The Skill of willpower, morale and faith. Gain +1 Soul (+0).
[X] Hennepin: Suave. The Skill of diplomacy, trade and the art of persuasion. Gain +1 Suave (+3).
[X] Vroomen: Sharp. The Skill of innovation, engineering and technology. Gain +1 Sharp (+3).
 
[X] Sky. You've gained new insight into the business of sailing the world-sky during this mission. Gain +1 Sky (+1).
[X] Soul. The Skill of willpower, morale and faith. Gain +1 Soul (+0).
[X] Hennepin: Suave. The Skill of diplomacy, trade and the art of persuasion. Gain +1 Suave (+3).
[X] Vroomen: Sharp. The Skill of innovation, engineering and technology. Gain +1 Sharp (+3).
 
[X] Sky. You've gained new insight into the business of sailing the world-sky during this mission. Gain +1 Sky (+1).
[X] Soul. The Skill of willpower, morale and faith. Gain +1 Soul (+0).
[X] Hennepin: Suave. The Skill of diplomacy, trade and the art of persuasion. Gain +1 Suave (+3).
[X] Vroomen: Sharp. The Skill of innovation, engineering and technology. Gain +1 Sharp (+3).

Reasoning makes good sense.
 
Strand cannot keep this up. Sooner or later, he's gonna be overwhelmed by either the monetary needs to maintain everything, or just the political leeway to allow him to work as freely as he needs to.

Poor guy is probably doomed and just staving things off for as long as he can.
 
[X] Sky. You've gained new insight into the business of sailing the world-sky during this mission. Gain +1 Sky (+1).
[X] Soul. The Skill of willpower, morale and faith. Gain +1 Soul (+0).
[X] Hennepin: Suave. The Skill of diplomacy, trade and the art of persuasion. Gain +1 Suave (+3).
[X] Vroomen: Sharp. The Skill of innovation, engineering and technology. Gain +1 Sharp (+3).

In other news, sentient electricity is terrifying.
 
[X] Sky. You've gained new insight into the business of sailing the world-sky during this mission. Gain +1 Sky (+1).
[X] Soul. The Skill of willpower, morale and faith. Gain +1 Soul (+0).
[X] Hennepin: Suave. The Skill of diplomacy, trade and the art of persuasion. Gain +1 Suave (+3).
[X] Vroomen: Sharp. The Skill of innovation, engineering and technology. Gain +1 Sharp (+3).
 
Didn't you suggest Hennepin retire after this trip so we could re-shuffle our crew posts? If he does leave, wouldn't that mean we're stuck without anyone with Suave?
Well he's obviously not retiring yet, otherwise we wouldn't be picking his Skill upgrade. And it doesn't really make sense for Hennepin to retire after only the first trip.
Until that time comes, maximizing his Suave bonus seems like the best use for him. He's not the scholarly type anyways, and we have people like van Assen or Antonia with Scholar as well.
 
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[X] Sky. You've gained new insight into the business of sailing the world-sky during this mission. Gain +1 Sky (+1).
[X] Soul. The Skill of willpower, morale and faith. Gain +1 Soul (+0).
[X] Hennepin: Suave. The Skill of diplomacy, trade and the art of persuasion. Gain +1 Suave (+3).
[X] Vroomen: Sharp. The Skill of innovation, engineering and technology. Gain +1 Sharp (+3).
 
Companions who stayed on the ship don't get anything, alas.

Isn't this likely to cause us to repeatedly bring the same groups of Companions since we're leveling them up more than the rest of our crew?

Now that might be a feature rather than a bug, but it's worth mentioning in case that's actually a bug or otherwise undesirable result
 
Isn't this likely to cause us to repeatedly bring the same groups of Companions since we're leveling them up more than the rest of our crew?

Now that might be a feature rather than a bug, but it's worth mentioning in case that's actually a bug or otherwise undesirable result

There's nothing stopping you from doing that, but consider the situation it leaves you in if one of these high-leveled companions should die or leave your service. Much safer to gain experience for the whole team more broadly, no?

Also, no one companion is likely to be good at everything. It's much easier to train up a companion who already has that skill than to hope you can get your more experienced companion started in it.
 
There's nothing stopping you from doing that, but consider the situation it leaves you in if one of these high-leveled companions should die or leave your service. Much safer to gain experience for the whole team more broadly, no?

Also, no one companion is likely to be good at everything. It's much easier to train up a companion who already has that skill than to hope you can get your more experienced companion started in it.

Alright, sounds more like a feature than a bug. Fair enough, I suppose.
 
I'm suddenly taken back to the days of old-school RPGs. "Is the XP gain shared? No? Well, too bad for the other party members; they'll never be switched in." And then hours later you're yelling at your TV screen when you're barred from your level 20 protagonist and are instead stuck with a level 4 "required" character. Fighting against level 20 enemies. :V
 
Vote closed
Scheduled vote count started by Photomajig on May 9, 2021 at 2:36 PM, finished with 25 posts and 12 votes.
 
Northern Waters: 25 - Homeward Bound
[X] Sky.
[X] Soul.
[X] Hennepin: Suave.
[X] Vroomen: Sharp.

In the deep, you encountered something impossible, something that tried to wrest your very body from you, that nearly broke you - but you withstood it and passed through the crucible. You were wounded, yes, but that wound will heal. In time it will be a memory you can draw upon and be stronger for it.

Gain +1 to Soul.

The opportunity to command a ship in independent flight has honed your mastery of the airways. You are eager to put your new skills to a test. Everyone aboard will benefit from your improved sailing.

Gain +1 to Sky.

Your voyage into the deep demanded much of your companions. Rusty, unused skills and tricks are stirring in Hennepin, while Vroomen's encounters with new and fascinating technology have given her plenty of ideas to work on.

Hennepin gains +1 to Suave.
Vroomen gains +1 to Sharp.


The voyage back will take a week, more or less. That's good time to write up a report on your mission. You'll have to figure out how far you'll seek to bend the truth and who to assign the blame for its failure to. It is not a report you intend to write carelessly. Your actions might well see you stand before a court martial. The Service will likely shield you from a death sentence, but it might mean being stripped of your rank and banished to some isolated oceanic outpost. An explorer-captain is given many liberties, but disobeying direct orders without a good excuse or justification is not one of them.

Of course, if the worst would come to pass, one could always go rogue. But you'd rather have the resources and the learning of the Service behind you.

What happened at the North Sea Station?

[] Nothing out of the ordinary. You arrived, received the cargo and the ailing Director Visscher, pressed some unneeded workers to your crew, and departed once more. That'll be the extent of your report on the North Sea Station.
[] You liberated slave laborers. You uncovered the station's illegal transportation and enslavement of workers from the colonies, and dutifully liberated them. The orchestrators of these crimes are Mr Daan Drees and his cohorts.
[] You encountered something in the deep. You encountered an unearthly being excavated by the mining beneath the station. The Service may or may not be aware of the Station's find already, but they are bound to be interested in your description. Making the Service aware of your experience might persuade them to share more of their knowledge of the deep with you, too.
[] You liberated slave laborers and encountered something in the deep. You not only discovered evidence of illegal slave labor and liberated the victims, but also encountered an unearthly being in the tunnels beneath the station; a being that said illegal slaves were being murderously fed to. Your report will describe everything that happened, as you see it.
[] Write-in. Your report will describe events in a different way.

Who is to blame for the loss of cargo?

[] You. You traded it away for far more valuable gains and intend to stand by that decision.
[] Ragnar Strand. You told him you'd leave him out of your report, but that was just to smooth things over. You will report, more or less dutifully, that it was Ragnar Strand and his henchmen who stole the cargo from your hold.
[] Drees and his scientists. The scientists will not be seen again, which makes them a perfect scapegoat for the loss of the cargo. You'll report that they turned on you and stole away the cargo for their own selfish gain, with you regrettably unable to track them down.
[] Unknown foes. You'll report that unknown intruders stole the cargo; suspicions will likely fall on the pirates, the Communards or both.
[] The creature itself. You'll claim that the creature within the crate broke itself out and escaped from your possession, eating up the unlucky scientists on its way out of the door. It subsequently submerged in the sea and could not be located again.
[] Write-in. You'll blame another power entirely.

***
There'll be time for other things as well on the way back. You don't expect much in the way of trouble. The pirates should no longer be a concern, but nothing is certain in the world-sky. Some other danger might sneak up on you. Still, your crew are still sharp from their drilling the week before, so you'll have an edge going into any battle.

Every 7 days of uninterrupted Flight allows you to undertake 1 Ship Action and 1 Social Action. Choose 1 for each.

Social Actions

[] Socialize with an Officer.
You share a ship with six strangers. Perhaps you should attempt to form some manner of relationship with them.
-[] Maarten van Assen. The young Service analyst should be easy enough to converse with.
-[] Eleonora Vroomen. The reckless Service engineer has proven to be a woman of hidden depths.
-[] Georges Hennepin. The old adventurer is an interesting fellow, who appears much shaken by your experience in the deep.
-[] Jan Spijker. The disgraced diver is a tough nut to crack, but you could get him to open up.
-[] Antonia Luna Traversi. The esoteric scientist seems a fascinating person who you could learn much from.
-[] Anneke Dhien Saragih. The studious young woman must have her ambitions and ideas for you to learn.

Ship Actions

Crew

[] Drill the crew. An idle crew is a troubled crew. A good week of drilling should sharpen them up for what's to come.
-[] [Spar] Gunnery drill. If there's going to be battle, gunnery will be key. Gain additional +2 bonus to attack rolls for this Flight.
-[] [Spar] Boarding drill. If there's going to be battle, deck fighting and boarding will be key. Gain additional +2 bonus to boarding rolls for this Flight.
-[] [Saw] Repair drill. You are going to suffer damage, there's no way around it. The crew should be trained in repairs. Gain additional +2 bonus to Repair and Restore rolls for this Flight.
-[] [Saw] Treatment drill. You are going to suffer casualties, there's no way around it. The crew should be trained in basic first aid. Gain additional +2 bonus to Bolster, Rally and Revive rolls for this Flight.
-[] [Sky] Evasion drill. The best way to fight a sky battle is to not get hit at all. The crew should be drilled in combat flying. Gain additional +2 bonus to Evasion for this Flight.
-[] [Sky] Manouver drill. The best way to fight a sky battle is through manouver and trickery. The crew should be drilled in combat flying. Gain additional +2 bonus to non-Board Steer rolls for this Flight.

[] Tend to yourself. Take a break from command. Pen letters, practice an instrument, meditate, sleep, pet a ship cat - it's a chance to center yourself once more. Clears 1 level of Harm and grants +1 to Soul for this Flight.

Starting a project (below): Projects are extended attempts to understand something strange or build something new and innovative. Every Ship Action used on a project adds d20+Stat towards the Project Target. Once this Target is reached, the Project is complete. Roll totals below 10 add towards a Complication Gauge, which can cause negative Qualities or outright failure. You can benefit from the assistance of any relevant Officers in a Project.'

Some Projects have multiple ways to advance; these are marked 'Mixed' Projects. Progress in Mixed Projects can be made through any of the suboptions under the Project itself, though some ways may be better than others.

Projects


[] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery.
-[] [Sense] Apply psychology. You are no trained headshrinker, but you've some insight into how the human mind functions. With patience and close study, you might be able to begin the work of guiding Director Visscher back towards sanity.
-[] [Strange] Esoteric methods. His damage is not natural, and will not be reversed by natural means. You will take him to your laboratory and apply rather more unusual methods to him. Perhaps electric shocks, as Strand suggested?

[] [Strange] Experiment in the Laboratory. You are eager to see what your new laboratory is capable of.
-[] [Strange] Experiment with electricity. The Zotova generator now onboard offers a chance to experiment with the strange power of electricity. Perhaps you could replicate some of the bizarre things you witnessed on Strand's ship - on a smaller, safer scale, of course.

[] [Sharp] Begin an engineering Project. You know that invention and progress never cease. To be on the forefront of this age, you must push the envelope however you can.
-[] [Sharp] Study the electric engine. The electric engine in your possession is something of an enigma to you. If you are to make full use of it, you will need to understand the logic of its operation. Begins a Project to remove the Unreliable Quality from the Electric Engine and increase your understanding of electric engineering.
-[] [Sharp] Work on armaments. There are certain upgrades you could make to one of your weapons, a few light modifications... Begins a Project to modify an Armament. You will be able to increase Damage and grant additional Qualities to the weapon. The weapon is inoperable during the Project. Choose an Armament.
-[] [Sharp] Work on flight systems. There are certain upgrades you could make to your engine and systems, a few light modifications... Begins a Project to modify the Flight system. You will be able to increase Evasion and grant additional Qualities to your Flight systems. Your Flight system is considered Damaged during the Project. Choose a Flight system.
-[] [Sharp] Work on auxiliaries. There are certain upgrades you could make to your auxiliary equipment, a few light modifications... Begins a Project to modify an Auxiliary. Effects depend on the specific Auxiliary chosen. The Auxiliary is inoperable during the Project. Choose an Auxiliary.
-[] [Sharp] Study automata. You have a fair amount of automata on board. You could take a few apart and see what makes them tick. Max Crew is reduced by 1 for the duration of this Project.
-[] [Sharp] Write-in. Work on something else in your possessions or in the cargo hold.

Captain Johannes de Vries
Condition: Fine.
Finances: 800£
Personal Skills:
+4 Sense
(perception, awareness, insight)
+2 Strange (esoteric knowledge, unearthly matters)
+2 Sharp (innovation, engineering, technology)
Aero Skills:
+1 Sky
+0 Spar
+1 Saw
Possessions:

-Service Standard-Issue Sidearm (This compact sidearm fires a kind of miniature harpoon and can operate even in high pressure underwater environments.)
-North Atlantic Station Keys (A ring of keys for the North Atlantic research station.)
-Observation Logbook (A logbook of observations for March-April-May.)
Companions: None
The Hadewijch
LZ Marinezeppelin (Large Aircraft)
Structure: 21/21 (Max: 21)
Crew: 24/24 (Max: 31)
Officers: 6/7

Evasion: DC 6+1 (Sky)=7
Attack: +0+2 (Drill)=+2

Parts:
-Flight: LZ Trifold Envelope System
-Arm: VMD Mk. 1848 Deck LMGs (Damage 1/Inaccurate 1, Anti-Crew, Battery 3, Defensive)
-Arm: Thyssen-Bahr K11 Cannons (Damage 5/Crippling, Battery 1)
-Arm: Van Rijn Scuttle Guns (Damage 4/Anti-Ship, Reliable 1, Battery 2)
-Arm: VMD Mk. 1839 Heavy Long Gun (Damage 12/Accurate 2)
-Aux: OS Mk. 1841 Water Sealing (A comprehensive system of water- and pressure-proofing to allow for underwater operations.)
-Aux: Vapor Nets [2/10] (A system for gathering valuable aether vapor residue while sailing. +1 Residue/day.)
-Aux: Experimental Laboratory (An esoteric laboratory and study for the mysteries of the cosmos. +5 to Strange actions aboard ship.)
Cargo:
-Diving Suits, x3 (Standard-grade Service diving suits and operational equipment, fit for dives down to 1,500 ft)
-Makeshift Gas Mask, x3 (A gas mask constructed out of diving suit parts.)
-VETM Electric Engine I-3 (Uninstalled Flight. Unreliable 2*, Agile 2)
-Food Supplies, 43 days worth
-Munitions, 9 combats worth

Unnamed Aircraft
Van Rijn 'Zeelander' Sea-Plane (Small Aircraft)
Structure: 6/6 (Max: 6)
Crew: 5/5 (Max: 6)

Evasion: DC 15+1 (Sky)=16
Attack: +0+2 (Drill)=+2

Parts:
-Flight: Van Rijn Vd.3 Engine (Reliable 2)
-Arm: VMD Mk. 1848 LMGs (Damage 1, Anti-Crew, Battery 1)
-Arm: VMD Mk. 1830 Air Rocket (Damage 4, Burn, Limited 2)
-Auxiliary Slot
Cargo:
-None
First Mate: Georges Hennepin (+3 Suave, +1 Scholar)
-Stalwart: Whenever the ship would suffer a Crew Check, roll a 1d6. On a 3-6, the ship returns to 1 Current Crew with no further effect.
Chief Engineer: Anneke Dhien Saragih (+1 Sharp, +1 Soul, +1 Sense)
-Studious: Choose one enemy to study in each combat, gaining +2 Evasion and +2 Attack against them for its duration.
Gunnery Officer: Eleonora Vroomen (+3 Sharp, +1 Subtle)
-Overclock: Activate during combat to gain +5 Evasion and Advantage on Sky checks, but suffer additional dice in your Structure Checks based on number of turns active. 1-4: +1d6. 5-7: +2d6. 8-11: +3d6. 12+: +4d6.
Captain of Marines: Jan Spijker (+1 Soul, +1 Strike, +1 Strange)
-Jaded: Ship gains immunity to the Terrifying weapon quality.
Flight Master: Maarten van Assen (+1 Scholar, +1 Sharp, +1 Sense)
-Vanguard: The first attack made against the ship on a turn is always made at Disadvantage.
Ship's Surgeon: Antonia Luna Traversi (+1 Strange, +1 Sharp, +1 Scholar)
-Mother of Invention: Once per combat, take an additional free Full Action.

Vote by plan, if you please. Six hour et cetera.
 
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I'm thinking reporting the slaves/something in the deep, blaming Drees and the scientists, and talking with Hennepin.
 
- We should report the slaves, but keep quiet about discovering the sea-monster because we acquired that knowledge by infiltrating the base, so talking about it would bring more scrutiny upon us.
- Blame Drees and the scientists as the perfect scapegoats and direct suspicion against their words, since they'll definitely file complaints about us.
- Socialize either with Hennepin to bond over PTSD, or Jan Spijker to gain enough trust for his secret dive location.

For the project, I definitely want to experiment with electricity, probably leaning towards using the Exotic Lab (Strange) to utilize the bonus instead of just mundane engineering, which doesn't have any.

EDIT:
@Photomajig Would starting a Project require spending our Ship Action? We only have one, right? Is there any method to increase our Ship Action Slots, because it feels rather limiting to spend 7 days just socializing with one person, for example.


Here's a tentative draft, while waiting for the voting moratorium:

[ ] Plan Debrief & Deception
-[ ] You liberated slave laborers. You uncovered the station's illegal transportation and enslavement of workers from the colonies, and dutifully liberated them. The orchestrators of these crimes are Mr Daan Drees and his cohorts.
-[ ] Drees and his scientists. The scientists will not be seen again, which makes them a perfect scapegoat for the loss of the cargo. You'll report that they turned on you and stole away the cargo for their own selfish gain, with you regrettably unable to track them down.
-[ ] Socialize with an Officer.
--[ ] Georges Hennepin.
The old adventurer is an interesting fellow, who appears much shaken by your experience in the deep.

Let's get to know our First Mate better since he's our second-in-command who seems to be traumatized by recent events. Not sure whether if Projects require Ship Actions to start, so I'm not including them for now, in favor of getting our first Socialize action.
 
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I think starting a project for the electric engine is the first thing we should to to knock off that Unreliable penalty.

I do agree with @Resonant though that 7 days for a socialize action seems excessive. It feels like we're always making the choice between a mechanical benefit and character development. Perhaps have a separate Socialize action very 7 days?

edit:

[X] Plan Greed of Men
-[X] You liberated slave laborers and encountered something in the deep.
-[X] Drees and his scientists.
-[X] Georges Hennepin.
-[X] [Sharp] Study the electric engine.

:Edit: Added socialization action for George's because he seemed particularly affected by this mission.
 
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[X] Plan Research & Redirection
-[X] You liberated slave laborers. You uncovered the station's illegal transportation and enslavement of workers from the colonies, and dutifully liberated them. The orchestrators of these crimes are Mr Daan Drees and his cohorts.
-[X] Drees and his scientists. The scientists will not be seen again, which makes them a perfect scapegoat for the loss of the cargo. You'll report that they turned on you and stole away the cargo for their own selfish gain, with you regrettably unable to track them down.
-[X] [Sharp] Begin an engineering Project.
--[X] [Sharp] Study the electric engine.



On further reflection, I do agree with CyberEnby that making the newly acquired electric engine useful is the most mechanically beneficial option, so I'm replacing the Socialize action with that.
However, I'm still hoping the QM will allow us to both Socialize and begin a new Project at the same time, because Ship Actions are currently very limited as is. Otherwise, it seems almost unfeasible to find the time to interact with all of our crew.

Slight difference for the plan:
I want to maintain secrecy on the Eldritch Sea Monster because revealing that information will bring greater scrutiny upon us. The feigned ignorance will better serve our cover-up because we can pretend not to know the true value of the cargo's exotic contents, so there's less reason for us to sabotage. Thus, the higher-ups will have less suspicion against us, and it's easier to scapegoat Drees and his cohorts as greedy opportunists.
 
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[X] Plan Greed of Men
-[X] You liberated slave laborers and encountered something in the deep.
-[X] Drees and his scientists.
-[X] [Sharp] Study the electric engine.
 
[X] Plan Debrief & Deception
-[X] You liberated slave laborers. You uncovered the station's illegal transportation and enslavement of workers from the colonies, and dutifully liberated them. The orchestrators of these crimes are Mr Daan Drees and his cohorts.
-[X] Drees and his scientists. The scientists will not be seen again, which makes them a perfect scapegoat for the loss of the cargo. You'll report that they turned on you and stole away the cargo for their own selfish gain, with you regrettably unable to track them down.
-[X] [Sharp] Begin an engineering Project.
--[X] [Sharp] Study the electric engine.



On further reflection, I do agree with CyberEnby that making the newly acquired electric engine useful is the most mechanically beneficial option, so I'm replacing the Socialize action with that.
However, I'm still hoping the QM will allow us to both Socialize and begin a new Project at the same time, because Ship Actions are currently very limited as is. Otherwise, it seems almost unfeasible to find the time to interact with all of our crew.

Slight difference is that I want to maintain secrecy on the Eldritch Sea Monster because revealing that information will bring greater scrutiny upon us. The feigned ignorance will better serve our cover-up because we can pretend not to know the true value of the cargo's exotic contents, so there's less reason for us to sabotage. Thus, the higher-ups will have less suspicion against us, and it's easier to scapegoat Drees and his cohorts as greedy opportunists.

I'm mostly interested in seeing what the Service knows: "The Service may or may not be aware of the Station's find already, but they are bound to be interested in your description. Making the Service aware of your experience might persuade them to share more of their knowledge of the deep with you, too."

It seems very in character for Johannes to use knowledge of the Thing as bait for his superior officers, to see what they know.

edit: Also the fact that we liberated the slaves and obviously disapproved of what they were doing could be a good justification for the scientists to make off with the cargo.
 
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I'm mostly interested in seeing what the Service knows: "The Service may or may not be aware of the Station's find already, but they are bound to be interested in your description. Making the Service aware of your experience might persuade them to share more of their knowledge of the deep with you, too."

It seems very in character for Johannes to use knowledge of the Thing as bait for his superior officers, to see what they know.
I find it too risky to play around with such risks when our whole career is on the line. We should prioritize on saving our reputation first and foremost, because we can still encounter other Eldritch in the future and there will be future opportunities to share knowledge with the Service.
My current focus is on Damage Control, rather than taking chances for more info. They're going to be interested in how Johannes got that info in the first place since it's supposed to be classified, which will bring greater scrutiny.
 
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I find it too risky to play around with such risks when our whole career is on the line. We should prioritize on saving our reputation first and foremost, because we can still encounter other Eldritch in the future and there will be future opportunities to share knowledge with the Service.
My current focus is on Damage Control, rather than taking chances for more info. They're going to be interested in how Johannes got that info in the first place since it's supposed to be classified, which will bring greater scrutiny.

I think it comes down to what our expectations of the Quest are. For me the idea that Johannes would take a risk that is perhaps unwarranted in the pursuit of forbidden knowledge feels very true to the character concept, and interesting from a narrative standpoint. Things going wrong makes for exiting stories! Especially if it's the protagonist's fault in the first place!
 
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