Leon von Gerstenstadt thought that leaving home would be an adventure. Instead it's mostly bad beer and boredom. But maybe, with his friends, his plane, and all his dogfighting skill, perhaps an adventure can be had anyway.
You are Leon von Gerstenstadt, and this beer is terrible.
"No, really." You lean in close to the man at the table with you. "I've had some good beer, and some bad beer, but this." You swirl it about in the mug, noting with annoyance the dirt under your finger, or is it engine oil? "This is just swill."
The man, what was his name? Dipak? Pakyur? Anyway, he nods and takes a deep draft. "You have a real talent for finding the worst beer, you know that?"
As you sigh, and sit back, he continues. "I however, have a talent for finding work."
The town of Kummerheim, you think, aptly named. It's known for it's farming. Specifically, how terrible it is. The fields are half rocks, the Wild threatens, and it never rains enough. Which is unsurprising, here in one of the intermontane plateaus of the Fokker Mountains. No serious trade, no industry, and you're not even sure how the local mechanic gets parts. A desperate town, full of desperate people.
You blink back into focus. Good he's still talking. "so her cousin said he'd seen the silly girl with climbing gear, heading up for the mountain a week ago. Alone! If you can believe that. So, it's up to us to save her. Or recover the body, whichever."
"Let's hope it doesn't come to that." See! You heard the important parts. "And the pay?"
"Well..." he winces, "6 thaler?"
You raise an eyebrow. "Too cute to haggle with, was she?" A lazy wave of the hand, it's not like it matters. "Well, we should break even, and I'm sure you're getting antsy being grounded for this long."
A job indeed. You just hope...
[] ... that you'll see some action. Maybe save the lady from a bear? (+1 Hard)
[] ... that she's cute. Maybe you'd have a chance if you saved her? (+1 Keen)
[] ... that things are uneventful. It would mean losing the bet, but it'd be worth it. (+1 Calm)
[] ... that you get a good story. Maybe act out saving the lady from a bear? (+1 Daring)
What is it that you fly, and what is it to you?
[] The Markgraf Attentäter C Originally from the Kingdom of Sopwith. Not too turny, but a lot of firepower.
[] Königskondor L.1 Originally from the Kingdom of South Loring. Above average firepower, and a lot of gadgets. Very comfy.
[] von Morgen Vampyr Originally from the Fokker Empire. Average firepower, and quite tough. If you can find the right engine, you can turn it into the legendary Vampyr 240.
[] Hugo's Einzigartiger Stahl-Jagdbomber! Origin unknown, probably one of the free cities? Sluggish, but incredibly tough. A gunner in the back seat can protect your tail while you line up for a bombing run. Of course, you don't have anyone trained as a gunner at the moment.
[] The plane is a reminder of home.
[] The plane is a veteran of The War.
[] The plane is an expensive import.
[] The plane was a gift to your family.
This quest is based on the Flying Circus RPG by Erika Chappell. It's based on the PBtA system, so players decide what to do, and the GM helps them figure out what moves are triggered. This quest will be light on the player facing mechanics. If the vote is "Press the Attack", I'll handle deciding which moves are invoked, roll the dice, ect. That means that while yes, the plane links are intimidating, you shouldn't need to worry about the specifics if you don't want to. It's up to you to guide Leon here in deciding what to do.
Write-ins are encouraged. Just keep in mind Leon's strengths and weaknesses, represented by the 4 stats. You don't have your final stats yet, the next few votes will finish fleshing out the character, at least mechanically.
- Hard means hard-hearted, aggressive, mean, cold, cruel. You roll Hard when you start fights, take lives, and make tough decisions. It's the stat you want for putting down enemy planes.
- Keen means keen senses, bright, aware, on-the-ball, head on a swivel. You roll Keen to dodge fire, navigate, and talk your way out of trouble. It's the stat you want to stay on top of things.
- Calm means calm and composed, careful, considerate, by the book. You roll Calm to safely land a plane, make repairs, convince others, and make human connections. It's the stat you want for survival.
- Daring means derring-do, glory-seeking, living on the edge, out of your mind. You roll Daring when you put your plane, or yourself, through the impossible, and when you want to brag about it. It's the stat you want to be a hero.
Male, masculine.
Educated, refined (mostly), honourable (again, mostly), maintains a distance from others.
Well fed, well groomed. Always clean, but hands show callouses from weapon work, and he can work on his plane. Fastidious would be the word.
His instructor is Master Perlen, last of the glider-knights. He passed on his skills in a dogfight, skills in a sword fight, countless pieces of advice, and most of all, sparked a desire for adventure in Leon.
Leon left home because he was too bored, feeling detached from life on the family estate. Somewhere out there is adventure, and he'll find it.
But all is not well with the von Gerstenstadt family. They are shamed by a past dishonor, and Leon may suffer the consequences of that.
Estate
As the Scion, you have an Estate, a town and its associated people and industry you are nominally the ruler of. It is a Town in every sense and starts at Wealth 1. Every routine, roll 2d10+Wealth. On a 16+ it gains +2 Wealth, on a miss it loses 1 Wealth. (Max. 5)
At any time, you can tap the resources of the Estate, reducing its Wealth by 1 to gain 10þ.
When you visit your Estate, you can give up 15þ, equivalent goods, or do a pro bono job to increase its Wealth by 1, max. once per Routine. If the Estate hits -3 Wealth, they revolt.
Personal Moves
The Finer Things: Every Routine you must spend an additional Thaler on personal upkeep. If you don't, take 2 Stress. The second time you Burn Out, cross this move out. Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you. Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already. Old Tales: When you tell a story of your family history, true or not, hold 1. When you follow or defy the lesson of the story, spend the hold for Advantage. Don't You Know Who I Am?: When you use your title and bluster to get what you want, Press the Issue + your personal Company Value
Aircraft
The Königskondor L.1 AKA "Guardian of the High Passes" Plane Builder Link
Boost
Handling
Climb
Stall
Speed
Full Fuel
2
96
4
6
19
Half Fuel
2
97
4
5
19
Empty
-
98
-
4
0
Mastery Moves
Sharpshooter Mastery: Concentrated Shooting: When you Draw a Bead, take +1 results. Metal or Meat: When you Draw a Bead, the Open Fire +Calm result can be taken for free, in addition to other results you qualify for. Tracer Dance: When you fire on an enemy during a chase, spend 1 ammo. The enemy is forced to turn, and you immediately win the chase. Lead the Target: Ignore the Deflection Shot penalty (but not Awkward).
Male, masculine.
Dipak is an unusual man. His plane is obviously used, but is in amazingly good shape.
He is always telling dramatic stories and falling in love, but he almost never talks about himself, or his home.
Unlike most Skyborn you've met, he wears little in the way of jewelry. The only valuable he shows off is an old revolver, plated in a silver metal with gold filigree carved into it as if it was the wind blowing around it.
He loves to drink and to fly. Every day the weather permits he is outside with his wingsuit, soaring in the sky.
Personal Moves
Nomad: While in groundpounder towns, you take 1 Stress when you
Introduce yourself to others
Spend more than 1 Routine in a town
Press the Issue +Calm
Pay 1 or more thaler for something
If you are Stressed during Introspection, you can choose to cross out a Skyborn move you have not taken yet to mark one of these triggers. When you do, describe how you change (name, presentation, gender expression, actions) to blend in. The trigger now takes effect when in Skyborn communities instead.
You can cross out 3 moves max, and crossed out moves can only be learned in a Move Exchange with other Skyborn. If you learn one of those moves, remove a trigger entirely. Swashbuckle: When you use a melee weapon nonlethally, attack +Daring. On a hit, disarm them, trip them up, or make a fool of them. On a crit, all of the above. When you Seize the Initiative in the air, do not take Stress. What's Up Danger: When you do something flashier than you need to, take -2 forward. If you get a hit, choose one: Onlookers are stunned, impressed, or dismayed (your choice), or everyone is looking at you instead of something else. We Have History: When you arrive in a town, either establish two facts about it, one of which is bad news for travellers, or three facts, one of which is bad for you specifically. Free as a Bird: You can use a wingsuit: Stats on page 147. Each flight, hold equal to Daring: spend to ascend 1 Altitude on a thermal for free. You are only hit on a critical. When you board a hostile aircraft with it, you always score a 20+ to Seize the Initiative. Overstayed your Welcome: When you make a sudden escape, roll +Daring. On a 16+, you're out of there and you take everything and everyone valuable with you. On an 11-15, leave something valuable behind.
Aircraft
The Cheetal Fighter AKA "Poisoned Fang of the Sky Rangers" Plane Builder Link
Boost
Handling
Climb
Stall
Speed
Full Fuel
2
91
3
7
16
Half Fuel
3
92
4
5
16
Empty
-
94
-
4
0
Mastery Moves
Slipstream Mastery: Dangerous Merge: If you go head-on with a foe while trailing a pursuer,roll +Daring. On a 16+, you foes collide. On an 11-15, they are both made vulnerable while recovering, as per Tables Have Turned. Welcome to Earth: When you dive to ground level to escape a plane on your six, on a 16+, your pursuer ploughs into the ground. Slippery Customer: You may roll Dogfight to escape any aircraft attacking you before you Take Fire, even if you would normally just Take Fire, so long as you aren't rolling two Dogfights in a row.
Woman.
Cat is clever and brave. She dislikes those who can't see past her ears, which is most.
Ran away from home to avoid the obligations they placed on her, to be the Jägerin.
Prefers sturdy, simple clothing, but has a purple cape that she likes to wear.
Learned to fly from her sister, to help her escape.
Wants to see the world, meet new people, and find freedom.
She always carries with her a thin knife that you've never seen her use. In her room is a candle that Brunhilde claims never goes out, and never drips wax. Floating in the thermal from the candle is a seed, endlessly spinning, never reaching the ground. She wears a necklace with a gem the contains the shadow of a cat.
Baggage To Be Learned
Enjoys a good fight and hallucinogenic mushrooms are her escape when the world's pressure gets too strong.
Personal Moves
Bonded: When you invest yourself in a person, place, or thing, come to a consensus with the player most responsible for it (or the GM) about the Nature of that thing, and take 1 Stress. You may now use it in magic as a Focus. If a Focus is destroyed or lost, take another Stress.
Start with a bond with yourself, your blood relatives, your existing lovers, and any elemental items you took as Assets. Reach Out: As long as you still know where it is, you can use a Focus without touching it. Will of Iron: You can create and use an Iron Focus, but it only works for one spell, and using it may warp, corrupt, or destroy the object. Woods-Wise: When you exposit about flora, fauna, or fae,roll +Wild. On a 16+, answer two. On an 11-15, answer one: What benefits it could provide, what grave dangers it presents, what will pacify it if needed.
Aircraft
The Braun DC 'Puma' AKA "Odd-One Out" Plane Builder Link (Used Flights 1/5)
Boost
Handling
Climb
Stall
Speed
Full Fuel
3
96
7
5
16
Half Fuel
4
97
9
4
16
Empty
-
98
-
3
0
Mastery Moves
Bushwack Mastery: Ambush Predator: When you attack an aircraft which doesn't know you are there, inflict double damage. Vanishing Act: When you attack an enemy from above, take 1 RPM to make the enemy lose track of you afterward. This would allow Ambush Predator to be activated again.
[X] ... that she's cute. Maybe you'd have a chance if you saved her? (+1 Keen)
Because I may not know him, but I want him slapped, a rite of passage for any Scion
[X] von Morgen Vampyr Originally from the Fokker Empire. Average firepower, and quite tough. If you can find the right engine, you can turn it into the legendary Vampyr 240.
[X] I also propose the Markgraf Totengräber A (high altitude plane with impressive firepower, but we'd need to be looking for a gunner to take full advantage of it)
Because either searching for a funny engine or looking for a gunner might give some interesting narrative threads, but I don't like the Hugo's being a bomber
[X] The plane is an expensive import.
[X] The plane was a gift to your family.
Because the von Gerstenstadt will no doubt love having their runaway Scion stealing such a valuable trinket
[X] ... that you get a good story. Maybe act out saving the lady from a bear? (+1 Daring)
[X] The Markgraf Attentäter C Originally from the Kingdom of Sopwith. Not too turny, but a lot of firepower.
[X] The plane is an expensive import.
[X] ... that she's cute. Maybe you'd have a chance if you saved her? (+1 Keen)
[X] ... that you get a good story. Maybe act out saving the lady from a bear? (+1 Daring)
[X] Königskondor L.1 Originally from the Kingdom of South Loring. Above average firepower, and a lot of gadgets. Very comfy.
[X] The plane was a gift to your family.
Okay, hear me out: the Königskondor is amazing at very high altitude.* There is some really cool wild and crazy wildlife at very high altitude. Big game safari hunter and/or Steve Irwin-esque zoologist/photographer(/maybe filmmaker eventually), yes?
*It's also really good in general; just a straight upgrade in every way over the Vampyr unless you're betting on finding the legendary motor for it. Highest Handling (slightly) and longest range (substantially- and comfy for long flights) of all the available options, highest Overspeed [best in a dive], lowest Stall, fastest cruise speed because of its altitude advantage, tied for fastest outright. Good firepower by the standards of things that aren't the uncomfortably-fragile Attentäter C. It's a good plane.
Mostly though I want to go poke the Horrors in the Heights and mount them and/or their large-format portraits over the mantels of every tavern in the region.
Hard for the big game hunter and Daring for the charismatic danger-close wildlife photographer are both decent choices, but Keen for navigating far above the clouds, tracing monsters from rumours and contrails, and keeping out of their maws and/or gripping appendages seems the most useful.
Gift to the family because I'm curious about who's giving away planes that fancy and what our family's history with them is.
[X] ... that she's cute. Maybe you'd have a chance if you saved her? (+1 Keen)
[X] Königskondor L.1 Originally from the Kingdom of South Loring. Above average firepower, and a lot of gadgets. Very comfy.
[X] The plane is an expensive import.
Probably grew up with stories of gliderknights saving damsels from evil witches and rival powers. Might want to emulate them to find a maiden for himself.
[X] ... that she's cute. Maybe you'd have a chance if you saved her? (+1 Keen)
[X] Königskondor L.1 Originally from the Kingdom of South Loring. Above average firepower, and a lot of gadgets. Very comfy.
[X] The plane is an expensive import.
You walked around your plane, carefully inspecting it. It only took one overly helpful mechanic who tried to "improve the airflow" by plugging up the hole in the center of the propeller before you learned not to entirely trust someone else with your life. Thankfully, when the gun mounted through the engine's crankshaft had fired, it just jammed hard, rather than exploding and taking the engine with it.
Inspection complete, you stand up, brushing the dirt from your knees. Over by the aerodrome's only building, your friend is saying a tearful goodbye. You don't get it. It's only been a week, and you're not even leaving. But then, it's been like this at every town you two have stopped at. He's not faking his emotions, you don't think, but he acts as if it really matters, even though it doesn't.
You stand awkwardly to the side as they hold each other. "Please Dipak, you must bring her back!" Ah! You were right, his name is Dipak. This time you'll remember it, you swear. "She's my only sister, and if I lose her... Oh Caroline!"
He leans forward to kiss her forehead. "Don't worry Elena, I'll save her." You know better, have since you were a child, but you still have to fight the urge to interject "If she's alive."
After the tears have dried, he brings out a map and unfolds it on the wing of your plane. "Okay, so she was seen headed north with climbing gear. Elena said she's been asking people about the old military base. Probably going to try and salvage something. But it's been a week, even if she found something heavy she has to sledge back, she ought to have been home by now. Elena says to watch for purple flares, that's her color."
It's a simple plan. Search along the path to the abandoned base, find her, Dipak lands and picks her up, or at least her body, fly home. The only problem is if one of the local giant eagles that normally eat reindeer decides you look delicious. You glance over at Dipak's Cheetal. Unpainted wood, it looks like a muddy potato hanging below a light brown kite. Definitely unappetizing. Your plane is painted green and blue, with barley patterns on the tops of the wings. You'd thought it was absurd preening until you started flying on your own. Being able to identify your friends was important, and this was hardly the most outlandish scheme you'd seen. At least it didn't clash. But eagles were probably not interested in barley.
As always in the moments before flight, your mind reaches back to the old glider-knight who taught you to fly. Master Perlen was probably the best pilot you'd ever met. He could make his old plane do amazing things, and even when you finally got to fly the Königskondor, you were hard pressed to even keep up.
You watched the mechanic walk over and grasp the propeller of your plane. "Contact!" and you throw the switch and he throws the propeller. A cough turns into a smooth purr, while from Dipak's plane a deeper roar sounds. You both check to make sure you're clear and give each other thumbs up. Bouncing down the poorly maintained field then into the smooth clear air, your plane is just ahead of his. Despite his more powerful engine, yours is faster, but you suppose he does have a second seat and more guns to boot.
Lining up, the two of you turn north and climb. RPM to 1, Speed to 18, Altitude to 28 (Ground is 20)
Why are you doing this? The whole adventure thing?
[] To live up to the family name.
[] To find glory and honor.
[] To restore your family's wealth.
[] To restore your family's reputation.
Who are you at heart, under the nice clothes and politeness?
[] Fahenjunker (Hard 3, Keen 1, Calm -2, Daring 0)
[] Highborn (Hard 0, Keen 1, Calm 2, Daring -1)
[] Dilettante (Hard -1, Keen 2, Calm 2, Daring -1)
[] Charlatan (Hard -2, Keen 4, Calm -2, Daring +2)
You also need to decide on your playbook moves. This is a plan vote, so put things in the format of
[] Plan Name
- [] Move 1
- [] Move 2
- [] Move 3
You get three moves, in addition to The Finer Things.
Estate
As the Scion, you have an Estate, a town and its associated people and industry you are nominally the ruler of. It is a Town in every sense and starts at Wealth 1. Every routine, roll 2d10+Wealth. On a 16+ it gains +2 Wealth, on a miss it loses 1 Wealth. (Max. 5)
At any time, you can tap the resources of the Estate, reducing its Wealth by 1 to gain 10þ.
When you visit your Estate, you can give up 15þ, equivalent goods, or do a pro bono job to increase its Wealth by 1, max. once per Routine. If the Estate hits -3 Wealth, they revolt.
Automatic: The Finer Things: Every Routine you must spend an additional Thaler on personal upkeep. If you don't, take 2 Stress. The second time you Burn Out, cross this move out.
[] Personal Moves
- [] Don't You Know Who I Am?: When you use your title and bluster to get what you want, Press the Issue + your personal Company Value
- [] Gold Standard: When you take from your Estate, take 15þ instead of 10þ.
- [] I'm Too Good For This: When you miss a move, any move, reduce your Estate Wealth by 1 to get a full success instead.
- [] Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you.
- [] Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already.
- [] Old Tales: When you tell a story of your family history, true or not, hold 1. When you follow or defy the lesson of the story, spend the hold for Advantage.
- [] Entitled: When you call on your home to furnish you with something, roll Get Stuff+Estate Wealth. Either pay for it, or reduce their Wealth by 2 to take it for free.
- [] Annexation: When you incorporate a new town into your Estate, add +2 Wealth. If they join willingly, add +4.
[X] To find glory and honor.
[X] Dilettante (Hard -1, Keen 2, Calm 2, Daring -1)
[X] Plan "What an asshole"
- [X] Don't You Know Who I Am?: When you use your title and bluster to get what you want, Press the Issue + your personal Company Value
- [X] I'm Too Good For This: When you miss a move, any move, reduce your Estate Wealth by 1 to get a full success instead.
- [X] Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already.
This seems like a reasonable set of options for the kind of upper-class twit that Herr Gerstenstadt seems to be.
[X] To restore your family's reputation.
[X] Fahenjunker (Hard 3, Keen 1, Calm -2, Daring 0)
A fighter, born and raised, in a world that's been devastated by too many fighters and too many fights. You can't be anything but yourself, but you really want to put that vicious streak to better use, wiser use, than your forefathers did.
[X] Plan But You Have Heard Of Me
- [X] Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you.
- [X] Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already.
- [X] Old Tales: When you tell a story of your family history, true or not, hold 1. When you follow or defy the lesson of the story, spend the hold for Advantage.
Family Ties and Old Tales are the must-haves; they're just fantastic ways to tie the character into the world around then (Family Ties in particular is one of my favorite moves in the game). Glorious History because taking it not at the start always feels weird, and it'll come in real handy for Don't You Know Who I Am? a bit of advancement down the line.
Specifically avoiding all the "fuck over your peasants harder" moves.
[X] To restore your family's reputation.
[X] Fahenjunker (Hard 3, Keen 1, Calm -2, Daring 0)
[X] Plan But You Have Heard Of Me
- [X] Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you.
- [X] Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already.
- [X] Old Tales: When you tell a story of your family history, true or not, hold 1. When you follow or defy the lesson of the story, spend the hold for Advantage.
[X] Plan But You Have Heard Of Me
- [X] Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you.
- [X] Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already.
- [X] Old Tales: When you tell a story of your family history, true or not, hold 1. When you follow or defy the lesson of the story, spend the hold for Advantage.
For now, Leon's detachement strikes me as some form of apathy, and Dilettante seems just right for that
We are restoring the family reputation because it was demanded of us, maybe going into the real world will provoke a reaction, any reaction
I am stuck for the moves, I'd like those and Don't You Know Who I Am, but since 2 people already proposed a package that is mostly what I want, I'll go with that
[X] To restore your family's reputation.
[X] Dilettante (Hard -1, Keen 2, Calm 2, Daring -1)
Plan: My money works for me
[X] I'm Too Good For This: When you miss a move, any move, reduce your Estate Wealth by 1 to get a full success instead.
[X] Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you.
[X] Entitled: When you call on your home to furnish you with something, roll Get Stuff+Estate Wealth. Either pay for it, or reduce their Wealth by 2 to take it for free.
[X] To restore your family's reputation.
[X] Fahenjunker (Hard 3, Keen 1, Calm -2, Daring 0)
[X] Plan But You Have Heard Of Me
- [X] Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you.
- [X] Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already.
- [X] Old Tales: When you tell a story of your family history, true or not, hold 1. When you follow or defy the lesson of the story, spend the hold for Advantage.
[X] To find glory and honor.
[X] Highborn (Hard 0, Keen 1, Calm 2, Daring -1)
[X] Plan Bubble Boy
- [X] Gold Standard: When you take from your Estate, take 15þ instead of 10þ.
- [X] I'm Too Good For This: When you miss a move, any move, reduce your Estate Wealth by 1 to get a full success instead.
- [X] Entitled: When you call on your home to furnish you with something, roll Get Stuff+Estate Wealth. Either pay for it, or reduce their Wealth by 2 to take it for free.
He's absolutely living in a bubble, believing money will solve everything, and that he can be a storybook hero in this world. I want to watch that crumble >:3
[X] Plan But You Have Heard Of Me
- [X] Family Ties: When you land in a new town, roll flat. On a hit, you have a family connection to the ruler or somebody important here. On a 16+, they actually like you.
- [X] Glorious History: The power of your family name adds +1 to your personal Company Value. This move can only be learned by other characters if they are an Ace already.
- [X] Old Tales: When you tell a story of your family history, true or not, hold 1. When you follow or defy the lesson of the story, spend the hold for Advantage.
I'm applying my vote as tie-breaker to Dilettante, purely because the Königskondor has all those comfort features to keep you isolated from the discomforts of the world.
Reminder: Flying Circus uses a 2d10+Stat system. For most moves, <=10 is a Failure, 11-15 is Partial Success, and 16+ is a full success. Some moves have a 20+ critical. You can also get Advantage or Disadvantage, which make it 3d10 best (or worst) 2. You won't need them, but I'll share the moves and roll results in inline spoilers for the curious.
Final Stat Line: Hard -1, Keen +3, Calm +2, Daring -1
The snow stretched out before you in an unbroken blanket for dozens kilometers. Far in the distance you can see the foothills breaking free and beginning the climb up to the mountain fastness above. You take a moment to lean back and look up at the sky. Up on this mountainous plateau, the air is thin, and the moons look close. Doana and Elba, young and old. A good sign for avoiding a fight, you hope.
Shivering, you flip on your electric heating and turn your eyes to the land below. Somewhere down there is a missing woman.
Air Patrol (Calm, cumulative +1): 11+2=13, 12+3=15, 15+4=19
Despite the howling wind, it doesn't take long to reach the foothills. Dipak signals contact, and points at something to port. A minute later you spot what he sees, a trio of circling giant eagles. Maybe they're circling her? But no, as you get close, sudden turbulence pushes your plane upwards. The wind and (relative) warmth has created a thermal here, air rising swiftly. The two of you take a moment to turn and look downwards, but neither of you sees any sign of your lost sheep.
Turning back to your course you settle into a routine. Check your dials, check the ground, check on Dipak, scan the sky, repeat. As you fly past the mountain, you can see the old military base built into it's slope clearly. It's not in the best of shape, several buildings collapsed altogether, and the rest show pretty bad storm damage, but they'd shelter you from the wind. The two of you circle the mountain, looking for any sign of her. It's when you look to check on Dipak, away from the mountain, that you see something. A steep slope with a scatter of debris at the bottom.
Signalling "Follow Me", you swoop a bit lower to check it out. That's definitely a sledge, or is it a sled? sleigh? animal-pulled cargo thing for traveling on snow. It looks like someone took it over some unstable snow that made a mini-avalanche. You don't see her, or the animal, just pieces of wood and bundled salvage. A trail survives in the wind-shadow of the cliff, showing where someone climbed out. Headed north, away from her town. Isn't that interesting?
Continuing on, it's a matter of minutes before you see her below. She doesn't look in good shape, stumbling forward, leaning on a reindeer for support. She's aware enough to hear you and fire a purple flare skyward though, so that's good. You have an idea, and signal to your wingman "Cover from above," then prepare to land in the snow beside her. It's a nice open stretch, but you're sure the flatness is deceptive. All kinds of terrain could be under the snow. Still, you reduce your speed as much as you can and try to drift down.
Go Down (+Calm+Crash Safety) 15+2-1=16
There's a lurching crunch when your wheel hit a hidden rock and your left wingtip rises skyward, but you still have enough speed to lift the plane and straighten out. You come to a stop not 10 meters from Caroline, a damn good landing if you say so yourself. Leaving the engine running, you hop out and stride over to her. Or at least try to, it's hard to stride dramatically in snow this deep.
"Caroline, I presume?" You give her a small bow, then take your first good look at her. She's not in good shape. Her head is bare, hat lost who knows where, and her clothing looks wet. That can't be good in weather like this. Fortunately, you have a solution.
"Cat." "Cat?" "My name. Only my sister calls me Caroline."
You wave her toward your plane. "Come on, let's get you warmer." You think for a moment, trying to come up with a mnemonic for her name, then frown. "How do you get Cat from Caroline?" You look at her and she looks at you. Her ears fold back in an excellent non-verbal look of non-plussed-ness. "It's just I'm bad with names, so if I can think about where they came from and what they mean, then I can remember ... them ... better..." You trail off as she continues to stare at you and points upward, at her ears. Her cat ears. "... right."
Fortunately you're saved from any further embarrassment by arriving at your plane. You help her up and into the cockpit, and turn the heater to full. She makes a cute noise as she relaxes into the seat, taking off her gloves and stuffing her hands under her butt. "Oh wow. I wasn't sure I'd ever be warm again."
You open your mouth to answer when you hear a second engine. Dipak is lining up for his own landing. "Damnit Dipak..."
Go Down (+Calm+Crash Safety) 11-1+0=10; Injury (1d5-1) 4-1=4
Dipak is either not as skilled or not as lucky as you are. His plane bounces off the ground, tilts one way, then the other as he over-corrects, and drifts close to the edge of the ridge. When he comes down a second time, his wheels stick immediately, and his whole plane flips forward, burying the nose 2 meters into the snow, flinging him from the cockpit at almost 30 km/h.
"Shit!" You scramble through the snow towards your friend. Even before you reach him you can tell it's not good. Legs aren't supposed to bend like that. You drop to your knees next to him and carefully roll him over. He's still breathing, that's good. You check him over and find no terrible wounds. His legs, both of them, and what looks like a bad bump on the head. You sag, both relieved and furious. "I told you to stay up there and keep watch you idiot!" But he can't hear you anyway.
Calm. Focus. Deep breaths, like Master Perlen taught you. Nothing was ever solved by panicking. You place your hand on his head, then stand up and march back to your plane. "Cat! Get your reindeer! Can you fly? Doesn't matter, you'll have to."
Switching off your plane, you reach in and grab a coil of rope from under the seat. Never go anywhere without rope, was one of Master's adages. Together, you and Cat rig a tow rope from the reindeer's harness to the buried Cheetal. There are some worrying creaks, the plane's structure isn't built to take force like this, but with the two of you heaving upwards on the wing, and the reindeer pulling, the plane finally flops back in a spray of snow.
The two of you sit, backs against his plane, breathing hard. Then, Cat swears colorfully. "What is it?"
"Well, if you were going to drag me back to the village, I wanted to stop and grab some of my salvage. But now..."
What do you do?
[] Chivalry: Help the Lady. He's unconscious, he won't mind.
[] Honor: He got hurt following you. See to him first.
[] Prudence: You'll get the salvage... to pay for his medical care. This is going to get expensive.
[] Write in
Your family has been long disgraced. Why?
[] Write in
What else is a stain on your honor? (Pick at least 1)
[] You didn't leave home voluntarily.
[] Your family has a reputation for cruelty.
[] You aren't in full control of the Estate.
[] You aren't as noble as you pretend to be.
[] Somebody else stands to inherit.
Everybody has them. What are your vices? (Choose 2) Drinking is special to the von Gerstenstadt family. Beer is to be savored. Casual Sex is out because I don't want to write it and SV doesn't want me to push the boundaries there. Besides, it's a bit out of character for Leon.
[] Hunting
[] Card Games
[] Opium
[] Gambling
[] Theatre & Music
[] Sports
I'm not quite sure what a good disgrace would be, so I'll wait to see other people's ideas, but Leon strikes me as a "poker with whiskey and cigars" kind of guy.
We might be friends with Dipak but clearly not enough to foot the bill for his broken bones. Why should we have to pay if its his fault?
[X] Prudence: You'll get the salvage... to pay for his medical care. This is going to get expensive.
Your family has been long disgraced. Why?
[X] They took advantage of the Estate's relative isolation to ride out the end of the war in comfort, turning away any would-be refugees who sought shelter from the end. Even today, visitors are only welcome at the estate if they mean to serve your family in some way, and any who are of no use are cast out.
Naturally,
[X] Your family has a reputation for cruelty.
And while you're out gallivanting around, we have important work to attend to here
[X] You aren't in full control of the Estate.
And we have to keep ourselves amused somehow, let the help be of assistance:
[X] Theatre & Music
And don't forget, you agreed to sit with grandfather tonight for a few rounds of cribbage
[X] Card Games
[X] Chivalry: Help the Lady. He's unconscious, he won't mind.
This delicate maiden requires immediate attention! Dipak is resilient, he'll survive!
[X] For a generation, one of our ancestors commanded a mercenary army that could be swayed from an assault by paying better than their current employer. It was effective, and got our family where it is today. But no amount of gold can wash away our nobility beginning from such dishonor.
[] You didn't leave home voluntarily.
- [X] Your father demanded you do more than partying. We washed out of every bit of greatness he tried thrusting upon us, failing out of university, learning nothing from the matters of state, even forgoing the arts in favor of short term pleasures from our family's unlimited wealth, always knowing we could just do this for the rest of your life. What were they going to do, kick us out? Our father gave us a month to train in an airplane, and told us not to return before we make a name for ourselves.
[X] Your family has a reputation for cruelty.
- [X] Naturally, our old money coming from a dishonorable mercenary company commander comes with violent connotations in this region.
[X] Gambling
[X] Theatre & Music
The memories of our teenage years are full of gambling away enough money to actually make our family notice and enjoying the fine arts with our friends in equal measure.
Hope you all like the reason I came up with for being disgraced.
[X] Prudence: You'll get the salvage... to pay for his medical care. This is going to get expensive.
Your family has been long disgraced. Why?
[X] Your father was once one of the most respected statesmen and writers in your country. Then, it was discovered that he was actually a serial killer with over a dozen victims to his name and that at least one other person in the family (your grandfather) had helped to cover up the murders.
What do you do?
[X] Chivalry: Help the Lady. He's unconscious, he won't mind.
Your family has been long disgraced. Why?
[X] the Von Gerstenstadt may be able to trace their lineage back to the first glider knights, they have long lost any kind of military reputation, illustrating themselves during the Great War by being turncoats and war profiteers. The family elders have being trying to foster some form of military excellence in their Scions in recent years, but that was very much not for us
What else is a stain on your honor? (Pick at least 1)
[X] You didn't leave home voluntarily.
Everybody has them. What are your vices? (Choose 2) Drinking is special to the von Gerstenstadt family. Beer is to be savored. Casual Sex is out because I don't want to write it and SV doesn't want me to push the boundaries there. Besides, it's a bit out of character for Leon.
[X] Gambling
[X] Theatre & Music
A pampered lifestyle fit for a young master... and a financial drain on the family coffer that couldn't stay unnoticed for too long