Iron And Blood: A Flying Circus Quest!

[x] Dogfight to evade him (dogfight +Keen, so total -4)

kobra MD is pretty boosty so even if our Dogfight is bad we can burn speed and then make it up?
 
All right, breaking contact
Houndmoon threw 2 10-faced dice. Reason: 2d10+1-4-2 Total: 12
3 3 9 9
Houndmoon threw 2 10-faced dice. Reason: 2d10-1+3 Total: 12
8 8 4 4
Houndmoon threw 1 20-faced dice. Reason: CRITS CRITS CRITS Total: 7
7 7
 
#8: Evasion
The monoplane starts to dive. You shove the throttle forward, baiting him toward you - the tracers start to come down, and you yank with all of your waning strength on the controls, shearing left as hard as you possibly can, bullets slicing through the treetops to your right. The volley barely clips your tail, and you breathe a sigh of relief as the monoplane pulls up perpendicular to you, both of you heading away from each other at the fullest extent of your speed.

Garen is currently on 1 Injury and 3 Gs from Pulling Up out of the diving attack. That's -4 to everything.
Your plane is currently on Altitude 2, Speed 16, Toughness 0, Max Strain 18 (a Long range hit from a single machine gun,) and 5 RPM (+1 from boosting just now)

What do you do?
[] Keep going - run for your life! (Extend, Cool Off, clear your Gs. Get somewhere that isn't over a goth base.)
[] Make a Steady Climb, so you can have the altitude advantage again (reduce you to Speed 6, but you'll go up to Altitude 7.)
[] Something else?
 
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[X] Keep going - run for your life! (Extend, Cool Off, clear your Gs. Get somewhere that isn't over a goth base.)
3 Gs hurts. We need to Extend.
 
[X] Keep going - run for your life! (Extend, Cool Off, clear your Gs. Get somewhere that isn't over a goth base.)
 
As much as I want a Three-peat (to be honest I thought the Dog Fight move would include a chance for us to shoot at the last Goth)….yeah, we need to get ta gettin.

[X] Keep going - run for your life! (Extend, Cool Off, clear your Gs. Get somewhere that isn't over a goth base.)
 
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bravely run away!

[X] Keep going - run for your life! (Extend, Cool Off, clear your Gs. Get somewhere that isn't over a goth base.)
 
@thepsyborg Is that all correct?
Sorry, I've been incommunicado with work and loosely-related bullshit. Yes, that's correct, except that if your Gs exceed the tens digit of your current Strain (either from gaining Gs or losing Strain), Overstrain gets pushed automatically. You take (Gs)d10-(Daring) damage (so 3d10+2) and then set Gs to the tens digit of your remaining strain, if any. If Strain hits 0 from this, the wings may or may not still exist but they are definitely in several pieces none of which are even loosely attached to your airplane. And you...well, barring something extremely clever, you either have a parachute or you go splat, but in any case you definitely no longer have a plane afterwards.

His plane only has 2 max G-force when in perfect condition. Gaining that third G would have triggered Overstrain. And even if he didn't push it way over his plane's limits initially, having 2 Gs and then getting damaged down below 20 Strain (or potentially having 1 G and taking damage down below 10 Strain from taking fire while already in rough shape from the first overstrain) would have triggered it again and very possibly killed him.

Probably best to just disregard this mechanic entirely for the remainder of this mission rather than retconning multiple updates, but something to keep in mind for the future.
 
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Yeah, I noticed the missed overstrain just after I made the post lol. We'll just pretend it didn't happen by a stroke of sheer luck and keep it in mind next time, yeah

anyway, I gotta roll for your Cool Off
Houndmoon threw 6 20-faced dice. Total: 56
16 16 6 6 7 7 12 12 13 13 2 2
 
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#9: Fight, Then Flight
You flatten out, shuddering breaths clouding in front of you as you let go of a little of the tension in your body. Quite involuntarily, you throw your head back and laugh shakily, the stress of combat and your old life receding into the dark behind you with your pursuer. On a night like this, you'll be quite beyond finding until morning - you know it, having flown quite enough night patrols yourself. The engine shudders and spits a little smoke, but she'll fly, you're sure. Still, it'll be a hell of a job for the mechanics when you get down there - wherever "there" would be. Your thoughts flash back to Anthony, the base mechanic you'd just left behind - he'd have laughed and complained about your piloting again, told you to lay off the throttle now and again, stop trying to play the hero. You thought about him, in the hangar in the late night, in the foreman's office. You thought -

No sense in thinking about it now. The fuel gauge was about a third gone now, and your engine wasn't going to last forever in its current condition - but the base had certainly had a chance to phone ahead. Wherever you went, you'd be hunted now.

Garen is currently on 1 Injury. That's a -1 to everything.
Your plane is currently on Toughness 0, Max Strain 18, 0 RPM, and 4 Fuel (out of 6.)

WHERE TO GO?
[] North, directly out of the Occupied Territories. (6 segment Long Haul. A very long way, and it'll be touch and go with your fuel supply. Conversely, you won't have to worry about getting attacked.
[] to Bad Jungfer, a "town" that's mostly a few bars for soldiers a short way away, for medical treatment and supplies. (2 segment Long Haul, then 5 segments out.)
[] to Bernbroich, a farming town a moderate distance away. It's been plagued by partisans lately, so maybe they can help you, but they'll be on high alert. (3 segment Long Haul, 4 segments to leave)
[] to Marienstein, the last Goth town before enemy territory. Full of communist infiltrators and Loyalty Bureau men. (4 segment Long Haul, then 2 segments to leave.)
[] Try to find a good hiding spot in the Wild to hole up for the night.
[] Write in.....

A reminder that ALL of these towns are under Goth control until you make the flight out of the Occupied Territories.

Fiscally speaking, you have three thaler in the whole world.
 
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[X] to Bernbroich, a farming town a moderate distance away. It's been plagued by partisans lately, so maybe they can help you, but they'll be on high alert. (3 segment Long Haul, 4 segments to leave

Bad Jungfer is too close for my liking, North is too far away, Marienstein is likely always on high alert looking for deserters that are trying to cross the border and the Wild is too wild, lol.
 
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[X] to Bernbroich, a farming town a moderate distance away. It's been plagued by partisans lately, so maybe they can help you, but they'll be on high alert. (3 segment Long Haul, 4 segments to leave
 
With any luck, this will be the last time we go to a Goth town. With a bit more luck, we might even be able to leave….

[x] to Bernbroich, a farming town a moderate distance away. It's been plagued by partisans lately, so maybe they can help you, but they'll be on high alert. (3 segment Long Haul, 4 segments to leave)
 
All right, night followers, I'll update in the morning but here comes the first Long Haul roll
Houndmoon threw 2 10-faced dice. Total: 10
6 6 4 4
 
#10: Long Way To Bernbroich
The pre-dawn grey gives way to a brilliant red sunrise, illuminating the miles of tangled forest that stretch out below. You're holding straight and level, one eye on your fuel gauge dipping toward empty, the other scanning the horizon. It's been a clear morning so far. You regret not bringing something to eat with you - a little jerky would go a long way.

You're losing attention and wakefulness by midmorning. You tip-tap your fingers at a little tube of pervitin you brought with you - it'd be good to be fully awake, but you didn't want to run out before you got North of the border. The sun beats down on you, and the clouds provide scarcely any relief. You're flying by dead reckoning now, map unfolded in your lap, scanning for that damned bean-shaped lake, when you spot something.

Two black dots, aircraft, coming in over the horizon. You folded your map back up. This could be trouble

Garen is currently on 1 Injury. That's a -1 to everything.
Your plane is currently on Toughness 0, Max Strain 18, 1 RPM, and 1 Fuel (out of 6.)

What do you do?

[] Fly casual. They won't bother you.
[] Break for Bernbroich as fast as you can. You might be able to put down over the outlying farms.
[] Fly back to negotiate
[] Fly back to fight - see if you can siphon some fuel out of the wrecks.
[] Write in?
 
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@Houndmoon, thank you again sharing your writing!
I don't trust those two dots in the slightest, so:

[x] Better safe than sorry
- Break for Bernbroich as fast as you can. You might be able to put down over the outlying farms.
 
[x] Better safe than sorry
- Break for Bernbroich as fast as you can. You might be able to put down over the outlying farms.
 
On the one hand, we look suspicious. On the other hand we're in no shape for a fight.
[x] Better safe than sorry
- Break for Bernbroich as fast as you can. You might be able to put down over the outlying farms.
 
Okay, I'm going to roll one more Long Haul. Full hit means you get to Bernbroich, partial means nearby, miss means you're going down in the wilderness
Houndmoon threw 2 10-faced dice. Total: 8
6 6 2 2
Houndmoon threw 2 10-faced dice. Reason: Go Down, I guess Total: 12
5 5 7 7
 
#11: Down and Out
[x] Better safe than sorry - long haul MISS!

You push the throttle forward, burning as hard as you can, hoping to put down in Bernbroich, heedless of discovery - they already knew who you were, surely. If they didn't, your torn-up Kobra would give it away. The wind whips your face, you tear forward and pull away, all thought of fuel conservation left behind.

You made a mistake. You're above the sea of green when your engine finally sputters out, with not so much as an island of farmland in sight. You glide forward, keeping rigid straight to squeeze out every last bit of energy your plane has. It's not enough. Your plane is dead, and without a chute, you're as good as tied here.

Garen is currently on 1 Injury. That's a -1 to everything.
Your plane is currently on Toughness 0, Max Strain 18, 0 RPM, and 0 Fuel (out of 6.)

You just rolled a Miss on Long Haul to reach Bernbroich before you run out of fuel, and a Partial Hit on Go Down, so you get two of the following:
[] 1d5-1 injury
[] 2d10 plane damage
[] Land somewhere deeply unfortunate (even if you don't pick this one, you're still putting down in the Wild AND lost, so this is gonna be pretty bad)

Good luck, herr Garen
 
[X] 1d5-1 injury
[X] Land somewhere deeply unfortunate (even if you don't pick this one, you're still putting down in the Wild AND lost, so this is gonna be pretty bad)

Time to get our life saved by a vengeful fae, and be perpetually in their debt.
 
Im not sure if we can recover the plane, this gives a chance too?

X] 1d5-1 injury
[X] Land somewhere deeply unfortunate (even if you don't pick this one, you're still putting down in the Wild AND lost, so this is gonna be pretty bad)
 
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