The Thunder of Coins - [Warbirds-system OOC]

Introduction
Location
Germany
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=} The Thunder of Coins {=

Dieselpunk with Vampires, flying Trees and Igors - Oh my~!


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IC Thread
Discord

The world of Idamar had seen much in the time since humanity first touched upon it: great wars and great changes in equal measures as empires rose and fell, cities prospered – only to collapse and be left against for centuries, waiting for their eventual revival. But what event could have been greater than the Eclipse of realities that happened scant four centuries ago? Worlds had intersected at a most opportune moment – and from these rifts streamed new and alien beasts and people, overrunning the Eastern Continent of Liaqon in three different and squabbling invasions that brought new techniques, magics and technologies to a society that was just doing its first steps into early modernity! But how could knights, pikeman and even the exalted companies of gun witches stand against a living and breathing forest, which nurtured its own ecosystem and murderous children for the sake of expansion? How could the legionaries of the ancient Empire of Trubec fight against the monstrous beasts of the bloody courts, whose infect spread to those they bid, and which were controlled like attack dogs by those higher in rank of them? How could even the vaunted chivalry of the Kingdom of Givria stand against the scarred and surgically improved shock troopers of the Stratocracy, which were able to outrun horses on foot and tear down buildings with their bare hands?

The whole continent was given up and those under the control of the invaders became fertilizer, food stock or spare parts. For the next few decades after the invasion the intact western powers were mostly content to keep the invaders in check by blocking the sea passages between the two continents and fortifying the island of New-Boromih, which blocked the only safe sea-route between the continents which wasn't completely suicidal to take due to riffs, chaotic streams or the underwater leviathans, which more than often destroyed whole ships who infringed too far into the area of the deeper seas.



Well – for most of you that is ancient history, but I am compelled to start with all this dramatic stuff by regulations, I fear. My name is Anne Strindt, I am going to be your squadron leader till you got your first few rounds and mission under your coat's rookies. For those of you who jumped into the recruiting trains without reading the large print on the side or for whom the journey here was filled with rather old-fashioned alcohol recruitment methods: Welcome to New Boromih, you have volunteered for the Duchess Own Patrol. A few centuries ago our efforts had been mainly aimed at preventing the Forest, Stratocracy and Beasts from leaving Liaqon and landing on the shores of the Western Kingdoms, but that has been quite a while ago. So sorry for all those of you who were hoping for a righteous crusade against our "new" neighbours – todays situation is slightly more complicated.

With the Forest busy pollinating or whatever else you can call it splitting up into different coloured sections and fighting for ground and sun in the brutal way only plants can do, The Stratocracy's colonies in our world seemingly content to hold to what they have right now and dig in and the Beast doing whatever their blood thirsty nobles are fancying in the last two hundred years, we find ourselves in a new and fragile balance. After the Revolutions in Reikahia and the succession crisis in Kiamaa, the western Alliance of all states on the continent of Zeanas, is a mere shadow of itself. They are still holding regular meetings every year, promising to hold together and protect one another from another invasion – but they know the Forest is harmless as long as we keep it back and the Stratocracy an interesting trading partner. Today we are more often hired to fly mission for one kingdom or republic against another or smuggle information and technologies from buyer to whatever mad Stratocracy Scientist has holed up in the wastelands.

You heard me right rookies: "hired". New Boromih might have been large enough when they evacuated Old Boromih centuries ago, but if you haven't looked out of the window, you might notice that every bit of the island that is covered in farms and houses, is dedicated to slaying beasts of the sea that play with our ships, like you would with a floating piece of soap in your bath. All of us: every pilot, every machine is an investment of the Duchess memorial fund, under the protectively grasping hands of our gracious Duke and our ever-squabbling parliament. Each flight you make is going to pay better than many of the manual labours out there will see in months or years and that is even without the spare parts, fuel and new machines we get over other contracts for services.

We, the Duchess Own Patrol, are one of the most important institutions for social, economic and diplomatic stability for our home: we hire out to nearly everyone on the globe, we escort diplomatic missions and we destroy any dangers to New Boromih when they become apparent. We make sure the airship trading lanes stay secure and we inspire those below us to follow our example.
Wealth and Fame awaits those of your ready and able to become the kind of pilot that everyone's wishes they can be.

So now that the peep talk is out of the way: Your names and machines rookies!
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Character Creation

=} Character Creation {=
Name:

Callsign:

Origin/Culture:

Trubc –
The Ancient Empire of Trubc, ended when its whole capital went up in a giant conflagration four centuries ago, the cause of it is still unknown, but it was the reason the beasts were able to plunder the corpse of the mighty realm, even as its troops did their best to hurry home from fighting with their neighbours against the other Invaders. Today those living in New Boromih whose ancestors or they themselves had fled from slavery under the blood beasts, cling to the old traditions and the nearly endless pantheon of gods the Empire worshipped in its glory days, commemorating whatever small holiday was connected to their name days and try to keep their traditions alive as those who stayed on Liaqon degenerate (at least in their mind) back into serfs or feeding stock.
Kubutia – Once a small Duchy, in which the last remaining harbour Boromih was teeming with refugees before the evacuating fleet came. The people of Kubutia had survived the Exodus as the most coherent social force and when the island of New Boromih was decided to become the largest refugee camp and new border fortress (thanks to the Alliance in the West), their Duchess became its first ruler. Since then their people have formed much of the new societies Elite and even today a certain smugness follows them.
Alhertia – There's a tale of the last Queen of Alhertia still sitting on her Throne in the former Capital, waiting for her subjects to reclaim the lands from the Forest – ready to wake up once more and rebuild her country. Of course, that is a fairy-tale, a folklore – but it does show the believe of the descendants of the people who escaped the slaughter and spread of the Living Forest and its children: that one day they will raze it to the ground and rebuild their kingdom. Even centuries later the hate on the dryads and monster of the forest is strong and many of them volunteer for Stratocracy battalions that recruit experts in combating and destroying the spread of the new split forests.
Givria – One should never stare when entering the districts of the city in which the refugees and descendants of the former kingdom of Givria life. "Scars of Honour", most often self-inflicted by family or the persons themselves: destroying beautiful faces, arms and eyes – for a beautiful body limb or athletic organ tends to attract those nobles and commanders of the Stratocracy who have the right of Harvest, claiming the organs of those below them for necessity, medical treatment or simply to look the best in the current fashion in the provincial capital. Those Givrians that survive are a hardy and sour lot, most often at odds with the rich bardic and chivalrous tradition that most think off when talking about their Kingdom before the occupation.

Appearance:
Biography:
Background:

=} Stats {=
Body:
Mind:
Spirit:


Assigning your basic stats early in the creation process defines what your character's broad strengths and weaknesses are. In Rapidfire, characters only have three stats: Body, Mind and Spirit. These three stats cover all of a character's innate abilities. All three stats have a default value of 0, which is average, and you have 1 Stat Point to increase one of your stats to a +1. You may also lower stats to a maximum of -2 to gain an equivalent number Stat Points. Common ways to set up stats include: +1,0,0; +2,0,-1; +2,+1,-2; or +1,+1,-1.

All of these combinations use all of the Stat Points. If you choose not to spend all of your Stat Points or take a less than optimal set of stats, you can add twice that saved amount to the number of skills points you will have.
When making your pilot, you do not have to worry too much about these stats in air combat. While in your warbird, you use the Situational Awareness, SA, stat for most rolls. SA is equal to Body + Mind + Spirit and will be +1 for starting characters. The question is who you want to be when not streaking through the skies at half the speed of sound.



=} Skills {=
You start with 2 occupational skills (depending on your chosen background occupation/see below) for free and 10 Skill points to spend as you want. Skill costs are equal to their level and at the beginning the maximum level you can have in a skill is 2. If you advance in skills, you have to pay for each step and improving skills costs double its new level in XP.
Skill level  
  Unskilled - no knowledge or novice
1 Trained - understanding the basics
2 Skilled - you could do this as your job~
3 Experienced - the highest level most people reach
4 Expert - one among the very best
5 Master - The top of your field
6 Grand Master - someone who dedicated themselves fully to their art

You also receive four flying skills: Piloting, Strafing, Gunnery and Ordinance at level 1, which are separate from regular skills and purchased with two separate skill points - not allowing them to exceed level 2 at the beginning. So you will have two of these four skills at level 2.
Piloting is used for dogfighting, pulling aerial acrobatics, and defense.
Strafing is used for lining up on slow or immobile targets like Airships, trains, or buildings, while minimizing the risk from doing so. Strafing is also used in place of piloting when dogfights are "nape of the earth".
Gunnery is used when shooting machineguns or light cannons while Ordnance is used when firing rockets or heavy cannons or dropping bombs.



After selecting all of your character's skills, mark one with a (K). is your Knack. A Knack is a skill that your character is naturally good at. When using your Knack skill, roll two dice instead of one and take whichever result you prefer. Starting characters cannot take any of the four Pilot skills or the Awareness skill as their Knack. Though it is difficult, more Knacks can be earned during play
Occupations:

Occupations   Skills
Rural (farmer, herder, rancher)   Appropriate Craft and Ride
Wilderness (hunter, tracker, guide)   Survival and Awareness
Industrial (engineer, airship crew)   Mechanics (Level 2)
Journalist   Investigation and Craft (Journalism)
Entertainer (musician, actor)   Perform and Etiquette
Urban (office worker, shopkeeper, business)   Barter and Etiquette
Security (military, police, mercenary)   Athletics and Shooting
Criminal (thief, pirate, smuggler)   Larceny and Stealth
Academic (researcher, teacher, scientist)   Academics (Level 2)
Labourer (factory/dock worker, miner)   Athletics and Close Combat
Medical (doctor, nurse)   Medicine and Academics
Skill List:

Skill Stat Detail Notes
Academics Mind Post-secondary education of some kind or another. A general understanding of history,
mathematics, science, social sciences and humanities. If you ever need to solve a puzzle,
get an obscure fact or study something truly interesting.
Characters with Academics above level 4, might refer
to themselves as Doctor and get a knack in one of the
areas mentioned.
Athletics Body Catch-them-all skill for any strenuous physical activity, from running, to climbing to
swimming to acrobatics etc. Also measures how fast you can dodge or dive for cover.
 
Awareness Mind or Spirit Noticing things (Minds) or guessing the intentions of others (Spirit) - as well as rolling
for initiative in combat. Also useful to spot ambushes.
 
Barter Mind Business and managing money.  
Command Mind or Spirit Giving Orders and getting others to follow them - everyone from troopers to your local
clerks. Mind or Spirit can be chosen depending on your leadership style.
This is directed at NPCs and affects their actions -
not other PCs.
Craft Body, Mind or Spirit Another catch-it-all skill, which includes everything from farming to film production.
Choose a trade to put in parenthesis, when skilling Craft.
Characters can gain some extra cash, when not deployed
otherwise, one the side.
Close Combat Body Fists, knives, bottles or thrown rock - if you want to brawl in your favourite drinking hole,
or feel the urge to duel a cackling vampire on a flying airship - this the skill for you.
Unarmed Characters gain a -1 against armed ones.
If you parry, CC can be used instead of Athletics for Defence.
Etiquette Spirit The fine art of saying the right thing, using the right thing to eat and not dropping the
wrong thing on the lap of your guest. From polite conversation to dancing, if you want to
enjoy a fair bit of gossip - or don't want to spend all social events hiding behind the buffet.
You do not want to create a Scandal, do you?
Investigation Mind or Spirit Digging through records and examining evidence (Mind) or gaining helpful hints from your
contacts (Spirit). If you want to put your nose and that of your warbird, where it doesn't
belong but will find something: here you are.
Also useful for tailing targets, if they don't counter it with a
Stealth roll.
Interrogation Spirit Friendly interviews with your friendly neighbourhood pilot - or not so friendly interviews
with someone hanging of the side of your drop carrier - just don't expect torture to work
all the time rookie~.
 
Languages Mind Do you want to know how many dialects there are in ancient Trubc? Or what kind of pigeon
dialect the local dockworkers are using? Don't tell me I haven't warned you!
Lvl 1: Two foreign languages.
Two more languages at Lvl. 3 and 5.
Larceny Mind, Body or Spirit You know you are not supposed to do these things - I am supposed now to know you knowing
about these things. So we all know that illegal information (spirit), forgery (Mind), sleight of
hand (Body) and lock picking (Mind) are things no pilot of the DOP knows about.
 
Mechanics Mind Things explode - inside and outside of your warbird. Do you want to know more? Don't try modifying your engine before at least mastering them
with level 4 - you might boost your range or power - or you could
have it fizzle out midair.
Medicine Mind Nursing and Doctoring on People instead of Things.
Lvl. 1 - First Aid, Lvl. 2 - paramedic, lvl. 3 Doctor and above that - well I might let you work
on getting things out of me.
If a character is down but not out, a character with Medicine
can try to get them up again - but if they fail...they should be good
at carrying.
Perform Spirit Singing, dancing, acting and playing instruments - better be good at this before you try
showing off in the mess - otherwise I will get grumpy.
Add one area of study per level, with every new one being treated
as one level below the one before.

Also useful if you ever wanted to run an ad~
Persuade Body, Mind or Spirit Talking people to see your point of view is useful - no matter if you do so wit logical arguments
(Mind), inspiring rhetoric (Spirit), lying through your teeth (Spirit) or intimidation (Body).
 
Publicity Spirit Well....if hand shaking with your "fans" is your thing...
...you will handle the press guys for me, won't you?
You really don't want to have your gaffe all over the newspapers -
alternatively you might want to invest into running faster.
Ride Body/Spirit I can't stand horses to be honest - but give me a smooth motorcycle and I can show you a
trick or two.
 
Sail - Airship Mind/Spirit Is it more suicidal working on a floating pile of metal in mid-air or trying to sail a steamboat
over the monster infested seas? I am not sure, but knowing how to run an airship sounds
useful either way.
Navigation (Mind)
Manoeuvring (Spirit)
Shooting Body I know an Lt. who has a penchant for archaic bows - but I think I prefer a gun.  
Stealth Body or Spirit What...rookie? Where did you go? Body for outright Stealth
Spirit when blending in with other humans
+2 if you had time to prepare a disguise.
Survival Mind Shall I tell you of the time I ended up on an island and saw that guy strapping together
Tortoises with his ropes? Hilarious, especially as there was a perfectly fine radio in his wreck.
At least the local fauna was edible - never try to crash-land in a living Forest.
 
Secondary Stats:
Defence:
3 + Body + Athletic Skill
Resist: Spirit + Armour
Health: 3 + Body + Spirit
Fame: 2

=} Advantages and Disadvantages {=
Advantages and Disadvantages come in two flavours: Minor and Major. A Minor Advantage or Disadvantage is enough to affect the game, but not enough to be character defining. Major Advantages and Disadvantages are character defining and can have a significant impact on game play.

Using an Advantage in play is done simply by the player asking the GM if it applies to a given situation once per mission. In the same way Disadvantages are there for the GM to add complications to a game.
Every player is allowed and encouraged to take one Major Advantage, but they must balance it with one Major Disadvantage or two Minor Disadvantages, and vice versa. In addition, players can take up to three Minor Advantages but must balance each with a Minor Disadvantage.

  Name Minor Major
Advantages Already Famous You are well known and gain +1 starting Fame "Didn't you?" . yes, we all know of you: just add 1 Fame,
and your Fame increases at 1.5 times the normal rate.
  Commanding Presence +1 to Command, Perform or Persuade rolls once per mission Same as Minor just with +2
  Entourage A group of NPCs equal to your Fame rating, wait on New Boromih
to help you.
Double the amount of NPCs, with a publicist, a body guard
and someone who knows how to "get things".
  Friends in High Places You have access to Parliament Members in New Boromih You know the Duke....oh my.
  Friends in Low Places There are some old "friends" around to help you. There's an uncle, an aunt and maybe a few pirate gangs
who would help you in a pitch.
  Good Luck Please - don't enter the Pilot Poker round - you can re-roll a failed
roll per mission
You can re-roll a failed roll or negate one attack that would
otherwise have knocked you out of the fight, once per mission.
  No Press is Bad Press Scandals do not make you look bad; they make you look badass.
You only suffer half the normal skill penalties associated with Scandals,
though you still suffer the price adjustments
You are somehow immune to scandals. Sponsors might drop you,
but you suffer no permanent Fate reduction.
  Of the People People on New Boromih love you, there are kindergartens who visit you
and everyone wants to work with you: anytime you suffer a scandal roll 1d6
+ Spirit. On a 6 there are no ill effects.
You avoid Scandals on a roll of 4 or more.
  Sex Symbol Other people draw you on their warbirds - +1 to rolls where your looks
might help you out.
You should really wear shades when going out - advantage of
minor but +3. On the other hand -2 to Stealth in social settings.
  Undeserving Hero Ciaphas Cain, Hero of the Impe.... where did that come from?
You get free drinks at bars, a +1 to intimidation. Should anyone ever find out
it turns into a disadvantage with a -1.
You are a legend, there's even a children theatre about you.
Your Persuade Bonus is +2 and you get an extra Fame Point when
you sign up a Sponsor. If your secret gets out, it becomes a -2.

(Write your GM for secret ideas~!)
  Name Minor Major
Disadvantages Bad Luck Don't Gamble - just don't.
Once per mission the GM can force you to take a -2 to your roll.
Something seems to be out for you - and people keep you away
from their engines. Once per session you might just get a critical failure.
  Debt You owe some money to someone... ...said something might have a few machine guns or even an airship.
  Dependent A significant other or family is reliant on you and drains your time
and resources.
Between old blind Grandma Billy and your orphaned nieces, its a wonder
they don't follow you onto missions.
  Forgettable Who are you again?
Start with 1 Fame and if you are not in your flight-suit with your
comrades, no one will believe you to be a pilot. You only earn 2/3
of the normal Fame.
As Minor, but with only 1/3 of Fame advancement, in return you at least gain
a +1 for Stealth in Social Situations.
  High Maintenance "We do not have totally organic coconut drinks and I am not going
to make you a martini before we sortie..."
Whenever you try to get a sponsor, you need to roll Etiquette against
Difficulty 8, to not offend them.
As with minor, but the sponsors after getting to know you, are ever eager to
get rid of you. You loose one sponsor at the first scandal and then two more
for each that follows.
  Hunted There's a bounty on your head, but the DOP is protecting you...
...at least as long as you are not outside of its territory.
Bounty Hunters from all over are coming to get you and some might even
hide in the crew around you for a chance.
  Unattractive Well... -1 to rolls when your looks might hinder you. "Gosh, not that way, there's a baby! I don't want to apologise to a mother
again." - -3 penalty when applicable.
  Stalker There's a dedicated fan trying to follow you around... ...who has now gone bad, threatening letters, harassment and theft might
only be the beginning.
  Under the Microscope Paparazzi follow you everywhere and a Scandal is just a sneeze away Someone close by is selling you out to the press - and sometimes Scandals
might crop up on false accusations.
  Vice We have to talk about this with you...
Maybe its gambling, alcohol or something more illicit, but as soon as
you make port, this is your first destination.
You have to roll against 6 with Spirit to stop yourself from jumping out of
your warbird upon landing and running to get your fix.

=} Gear, Money and Fame {=
Each player begins with a small cabin at the Patrols HQ or on its armoured drop-carrier, additionally they own some basic survival packages and rations in their pistol, as well as a pistol. Everything beyond this is measured by their Fame – which not only stands for your renown but is also functioning as your characters wealth: the better known you are, the more stipends you will get from the Patrol, as well as gaining accolades from your fans and followers. To measure wealth by Fame:

Fame Lvl  
  Nobody - you need a day job to get by.
1 Hopeful - you are not famous, but the DOP provides.
2 Up and Comer - this is more money than most of you ever had,
but there's still quite a bit to gain.
3 Minor Celebrity - credits, money and fame are coming to you.
4 Famous - adoring fans and sponsorship make you rich.
5 V.I.P. - What do you even need to think about anymore?
6 Superstar - you are able to invite the Duke to one on one meals,
and you could buy your own island if you wanted to.
Every item thus has a value rating between 0 to 6 and while a character will be able to buy items of lesser worth without trouble, if the value outranks your Fame you won't be able to buy it. If fame and value are equal, you will have to roll Barter + Mind to see if you are able to procure it. To make sure of that, characters of equal Fame can poll money, giving the Barter roll a +1 for each involved character, up to three. In the same way, one can attempt to buy items more expensive than your fame by pooling together your money for a roll attempt.

Personal Weapon Effect Value
Light Weapon
Hatches, knifes etc.
Lead +1 Damage 0 or 1
Medium Weapon
Cavalry Sabre, Machete
Lead +2 Damage 1
Heavy Weapon
Bayonet, spear or twohander
Lead +3 Damage 1 or 2
     
Ranged Weapons    
Bow Lead +1 Damage
Range: 100 m
1
Longbows/Crossbows Lead +2 Damage
Range: 300 m
Requires: Shooting lvl. 2
2
Thrown weapons Lead +1 Damage
Range: 10 m
1 for a set
     
Guns    
Pistols Lead +2 Damage
Range: 5 - 25m
2
Magnum Pistols Lead +3 Damage
Range: 25m
32
Rifles Lead +3 Damage
Range: 500m
2
Sniper Rifles Lead +4 Damage
Range: 1000m
3
Submachine Guns Lead +2 Damage
Range: 200m
Burst and Suppression Fire.
2
Shotguns Bird shot: 25 m, Lead +1 Damage, +1 Accuracy
Buck shot: 50 m, Lead +2 damage
Slug: 75 m, Lead +4, -1 Accuracy
2
Machine Guns Lead +4 Damage
Only Burst and Suppression Fire
3 or 4
Grenades Lead +3 Damage, Lead +1 Damage 3 for a box of 6
Ammunition   1 per 10 reloads
     
Armour    
Archaic +2 - +4 Resist
-1 Penalty to physical actions
2 to 4
Flight Jacket +1 Resist 1 (free for all pilots)
Flack Vest +2 Resist 3
Riot Shield +1 Defence
+1 Lead Damage in Close Quarter
2
     
Miscellaneous    
Bicycle   1
Motorcycle   4
Medical Kit   2
Journalism Kit   2
Survival Kit   2
Climbing Kit   2
Tool Box   2
Criminal's Kit   2
Phonograph + Records   2
Mini-bar   3
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Warbird Creation
=} Your basic Warbird {=
Name:
Appearance:

All pilot's strife towards turning their warbirds into custom designed machines, that get more and more unique to fit their tastes – but in the beginning they all join the Patrol as standard models from one supplier or another. The technicians of the Patrol take them apart and put them together with standard improvements, but from there on everything is up to the pilot and their fame. Each warbird starts with:

Piloting:
Strafing:
Gunnery:
Ordnance:

Armour:
3
Performance: 3
Structure: 5 (0 0 -1 -1 -2)
[] [] [] [] []

Innate Traits:
Environment Controls:
Heater and Oxygen Systems that allow you to reach altitudes of more than 10 km safely – with up to 15km if you are willing to risk it.
Radio: Range of nearly 10 km puts most fighters at least at comfortable distance when trying to reach one another or their carriers – if not jammed.
Redundant System: Armoured Cockpits and self-sealing fuel tanks derived from Living Forest tree tissues, as well as a score of other features give the warbird a Damage resistance of 1 and Structure of 5, while keeping the pilot safe from injuries, if they don't risk it.
Cargo Box: Your emergency stash or the place for your lucky charms if you don't want them to fly around in your cockpit. Most often behind or below your seat, it can hold up to 50kg of stuff.
Ejection Seat: Fuelled by compressed gas, this allows the pilot of a struck warbird to safely exist his cockpit and deploy his parachute – of course the question/problem of landing opens it immediately afterwards.
Ordinance Hardpoint: Allows every warbird to carry at least one heavy weapon.
Gun Camera: Automatically triggered with weapon fire or when dropping ordinance, these sturdy cameras are the main method by which kills (and thus rewards) are confirmed.
Limited Fuel: Their increased performance and improved armour over standard models, is paid in fuel capacity. The maximum flight time is just over 60 minutes, with a maximum range of 650 kms – presuming they can land and refuel at the other end.
Primary Armament
The first choice in the equipment of your warbird is a simple one: how do you plan to lead your targets to their grizzly end? Will you favour the high rate of fire that light machine guns allow you – attacking twice a round without penalties? Or do you prefer the heavy machine gun, the standard weapon that is precise but lacks the speed of the light machine guns or the heavy hits of a cannon? The later has the advantage of hitting heavier and being able to punch through the heavy armour of even air-carriers, while being harder to aim.

Weapon Accuracy Damage Ammo
(Bursts)
Armour Piercing Special
Light Machine Guns
(7.62mm or .303 cal)
  Lead +1 20 None 2 Attacks per Round
Heavy Machine Guns
(12.7mm or .50 cal)
+1 Lead +2 10 None None
20mm Cannons -1 Lead +3 8 2 None
Heavy Weapons
All warbirds can carry at least one heavy weapon, which is most often not accurate enough for dogfighting, but is excellent for strafing heavier targets ranging from slow moving airships, to trains and even fortifications: choose one.
Weapon Accuracy Damage Ammo
(Bursts)
Armour Piercing Special
40mm Cannons -2 Lead +4 3 bursts 3 None
Rockets -2 Lead +5 2 volleys 2 Fragmentary: no penalty for
targeting person-sized targets
Drop Bombs -3 Lead +6 1 3 Only against Ground Targets
(Performance 0 or 1)

=} Starting Traits {=
Traits are what tells one warbird apart from another – allowing you to define if you would prefer an armoured fighter-bomber or a nimble dogfighter or something in between. Traits are split into five broad categories: Gunnery Traits – Ordinance Traits – Dogfighting Traits – Strafing traits and General traits.

Now choose one trait for Gunnery or Ordinance, Dogfighting or Strafing and one general trait: three in total. Not all of them are available right away.

Gunnery Traits Name Restrictions Effect
  Extra Capacity Conflict with Additional Guns Ammo capacity increased:
+6 Bursts for LMG, +4 Bursts to HMGs and +2 Bursts to Cannons
You make take this trait twice, but the second only for half the effect.
  Incendiary Shells Conflicts with AP Shells Whenever you hit a score, you may spend a Reserve to burn something important:
1-4: Obstruction Smoke - -1 to Dog-fighting/Threat
6: Serious Fire - They are on fire.
  Armour-Piercing Shells conflicts with Incendiary Shells Your guns tear wholes through armour, if you it you can spend a Reserve and roll:
1-5: Damaged Weapon - Reduce their guns attack by 1
6: Operator Hit: 1 hit: Down but not out, 2 hits: Knocks out enemy pilot
  High Velocity Shells none You shot first - as you now outrange your flying enemies and shoot simultaneous
with strafing targets..
  Additional Guns Ace only - conflicts with Extra Capacity Add 1 more primary gun - but either reduce their ammo by half or take out 1 Armour.
  Gyroscopic Gunsight Elite Ace only. +1 to all Gunnery Rolls.
Ordinance Trait Name Restrictions Effect
  Extra Hardpoint None Adds more heavy weapons (you can take the skill up to four times), which
increases their ammo not their damage.
The warbird looses 1/6th of its range and flight-time when one extra weapon
mounted and then gradually more. Fuel tanks can balance this out.
  Incendiary Shells, Rockets or Bombs conflicts with AP version Acts like Incendiary Shells - can be taken multiple times for each heavy weapon.
  Armour Piercing Shells, Rockets or Bombs conflicts with Incendiary
or Fragmentary version
Acts like AP Shells - can be taken multiple times for each heavy weapon.
  Fragmentary Shells or Bombs conflicts with AP version -1 damage, -1 AP, but not -2 Penalty for attacking person sized targets. Blast radius
five meters per shell and 30 metres per bomb.
  Heavy Bombs Ace Only 225kg heavy, you roll twice for hits and apply damage to both locations.
  Advanced Bombsight Ace Only +1 to Ordinance Rolls and allows to target subsystems on strafing attacks.
  High Velocity Rockets Ace Only, conflicts with
incendiary and Heat-seeking Version.
AP 5 but only Lead +2 Damage
  Heat-Seeking Rockets Elite Ace only, very limited access Accuracy 0, attack properties of Shells, but only 1 rocket per pylon.
Dogfighting Traits Name Restrictions Effect
  Improved Turbo-Supercharger none, Ace only for second time +1 Escape Defend, +1 to disengage
  Reduced Turn Radius none, Ace only for second time +1 Dogfighting rolls
  G-Reduction none, Ace only for second time +1 Break Defence, +1 Escape Defence
  Improved Flight Controls Ace only, Elite Ace for second time +1 to all stunt attempts
  Rocket Assist none +1 Performance (each time, up to three times)
for one round. Each time roll a d6 for complications
  Rotary Engine Elite Ace only +1 Performance, -1/3rd range and endurance
Strafing Traits Name Restrictions Effect
  Improved Structure none, Ace only second time +1 to Structure
  Improved Redundant System none, Ace only second time +1 Damage Resistance
  Frontal Armour none +2 Armour when strafing or engaged head to head
-1 to perform Stunts
  Dive Brakes Ace only +1 to Strafing, +1 to Shoot Defence
  Dive Siren none +1 to Shoot Defence
  Improved Armour none, Ace only second time +1 Armour
-10% Range
  Radial Engine Ace only, conflicts with Rotary Engine +1 Damage Resistance, + 1 Structure
-1 to Escape Defence and disengage
General Traits Name Restrictions Effect
  Fire Protection none Negate first use of incendiary weapons against it,
both damage and rolled effects
  Enhanced Crew Protection none Ignores first Operator hit by AP weapons
Pilots tends to survive crash-landings and bailouts without injury.
  Drop Tanks none Heavy Ordinance Pylons can be used to hold Fuel: each thus used
Pylon adds 1/6th to the range and endurance of the warbirds and
negates one penalty for having multiple pylons.

-1 Performance in combat, if not dropped.
  High-Visibility Canopy none Bubble Canopy - +1 Awareness to avoid ambushes
  Increased Cargo Capacity none Fit in another passenger seat or add 50kg cargo space - can be taken twice.
  Optical Camouflage none Paint jobs~ - +1 to Break Defence against first attack
(limits the space for sponsor advertisement)
  Tail Gunner Ace only Either PC or NPC with Shooting 2 and SA 0. +1 to Awareness
Gun: Accuracy 0, Lead +1 Damage, 10 Bursts, once per round.
Targets enemies that beat the warbird at dogfighting rolls.
-1 Performance - if taken twice, remove Performance penalty and add +1
Accuracy to Tail Gunners
  Long Range Radio Elite Ace only 100 km radio Range incoming - but only 20km outgoing
=} Ratings {=
Manoeuvring:
Dogfighting: SA + Piloting Skill + Performance + trait Bonus
Strafing: SA + Strafing Skill + Performance + trait Bonus​

Shooting:
Gunnery: SA + Gunnery Skill + Accuracy + trait Bonus
Ordinance: SA + Ordinance Skill + Accuracy + trait Bonus​

Defending:
Break Defence: SA + Piloting Skill + Performance
Escape Defence: Break Defence + 2
Shoot Defence: Break Defence -2
Stunt Defence: SA + Piloting Skill
Only after calculating all four Ratings, will you apply trait bonuses or penalties to each of them.


=}+{=
 
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Vagabond422 - Alberta Croy - Iron Jaw
Name: Alberta Croy

Callsign: Iron Jaw

Origin/Culture: Alhertia

Appearance: Tall and stocky for a woman standing at 6'1" (1.85m) with a muscular frame. Her face is a little square, still feminine but, not like a pinup model's. Her dark blonde hair, pulled into a low ponytail, and brown eyes compliment her rugged appearance. Generally wears a set of overalls half off and tied around her waist, a thin undershirt underneath. When in her warbird a simple leather helmet and flight jacket. Keeps a knife, her father's, on her left hip, her pistol in a holster on her right hip and a set of brass knuckles in her right pocket, in case something is setting off. Her hands are callous from work in the factory, her knuckles a little crooked from bare knuckle boxing. She's got a strong grip and a stern gaze.

Biography: Alberta "Al" Croy born to a poor Alhertian family, has worked hard most of her life, at the factory in the brawling ring, anything to keep her family in money. Her father died while on Patrol, her mother did what she could to raise five kids. Al, the oldest also had to pitch in to help. She also had to keep her brothers and sisters out of trouble. This made her tough, tougher than most men in her neighborhood.

This toughness led her to start taking up prize fighting on the side, outside of her factory work. In the basements of seedy pubs, or in abandoned warehouses. She was pretty good, taking on men that towered over her. Her wins came from her grit and a little bit of luck that seemed to follow her around. She's taken hits that would drop most people but, not her, she keeps standing.

She gained more than a few friends on the 'circuit' a few former opponents, fans, and others. They would all go to the pub after a fight, ice their wounds, down a few whiskeys ease the pain. They come from all walks of life but, a lot of them had contacts with certain parties, parties that looked out for her family.

The money made in her fights was more than enough to keep a roof over her family. That was until she was offered money to take a dive. The money was good but, she had a rep to protect, she was on a winning streak, she was the favorite in this fight. She could win, which was why the dive was offered.

The fight was easy, easier than she expected, this guy was weaker than she thought. Only a few cracks to his chin and he went down. But, that put her on the wrong side of the man offering the dive. Afterwards she met some leg breakers in a dark alley. She managed to fight a few off but, they soon overwhelmed her delivering a beating she wouldn't soon forget. The boss, a well dressed man with a rotund physique, crouched down in front of her swollen and bleeding face.

He cooly and calmly explained that she had just cost him a lot of money, that now she had to pay it back. When she tried to keep fighting she found herself pushed off the cards. With no fights coming in, she turned to the only option the DOP. She wasn't the best flyer but, her father had served a while ago, it kept their family fed, maybe it would again.

Background: A rougher upbringing in the slums of New Boromih worked at the munitions factory trying to provide for her family with a little prize fighting on the side. She has no formal pilot training outside of the small joyflights her father would take her on when she was younger.

Stats

Body
: +3
Mind: +1
Spirit: +1

Skills

Occupation: Laborer:
Academics: 1
Athletics:
3 (3xp Banked)
Awareness: 2
Barter: 2
Command: 2
(K) Close Combat: 4
Persuasion: 2
Shooting: 3
Stealth: 1

Pilot Skills:

Reserve: 6

Piloting: 2
Strafing: 4 (1/10)
Gunnery: 2 (1/6)
Ordinance: 3

Secondary Stats:
Defence: 3 + 2 + 3= 8
Resist: 1 + 1= 2
Health: 3 + 2 + 1 = 6
Fame: 2

Advantages and Disadvantages

Advantages
Good Luck
: Major, You can re-roll a failed roll or negate one attack that would otherwise have knocked you out of the fight, once per mission.
Friends in Low Places: Minor, There are some old "friends" around to help you.
Friends in cooking Places: Minor, You have rescued a whole gaggle of cooks and cooks-to-be, you can be sure the Kitchens on airships shall always be your friend.

Disadvantages
Debt
: Major, You owe some money to someone...said something might have a few machine guns or even an airship.
Dependent: Minor, A significant other or family is reliant on you and drains your time and resources.

Gear:
Flight Jacket: Standard issue given to her when she joined the Duchess Own. Gets cold up there
Pistol (Lead +2): Service pistol standard issue among the pilots. In case, you go down in hostile territory or walk into hostile territory.
Brass Knuckles: A gift from one of her 'friends', 'Lightsout' McGee. "Everyone needs a little help sometimes." He said.
Bowie Knife: The only thing the DOP was able to recover from her father's wreck, has an etching in the blade: 'Long Live the Queen'
Rations: Rations
Shotgun (Lead +2): A gift from Mavis. Loaded with Buckshot, should come in handy in close range...just where she liked it.



Warbird

Name: Knockout (KO)

Appearance:
Armour: 3
Performance: 3
Structure: 5
[ ] [ ] [ ] [ ] [ ] (0 0 -1 -1 -2)

Primary Armament:
Heavy Machine Guns (50 cal) Accuracy: +1 Damage: Lead +2 Burst (Ammo): 10 AP: None Special: None

Ordnance:
40mm Cannons Accuracy: -2 Damage: Lead +4 Burst (Ammo): 3 AP: 3 Special: None

Innate Traits:
Environment Controls
Radio
Redundant System
Cargo Box
Ejection Seat
Ordinance Hardpoint
Gun Camera
Limited Fuel

Staring Traits:
Armour Piercing Shells (Ordinance): Your guns tear holes through armour, if you it you can spend a Reserve and roll:

1-5: Damaged Weapon - Reduce their guns attack by 1
6: Operator Hit: 1 hit: Down but not out, 2 hits: Knocks out enemy pilot

Frontal Armour (Strafing): +2 Armour when strafing or engaged head to head -1 to perform Stunts

Enhanced Crew Protection (General): Ignores first Operator hit by AP weapons
Pilots tends to survive crash-landings and bailouts without injury.

Manoeuvring:
Dogfighting: 5 + 2 + 3 =10
Strafing: 5 + 4 + 3 = 12

Shooting:
Gunnery: 5 + 2 + 1 = 8
Ordinance: 5 + 3 + -2 = 6

Defending:
Break Defence: 5 + 2 + 3= 10
Escape Defence: 10 + 2 = 12
Shoot Defence: 10 -2= 8
Stunt Defence: 5+2-1= 6
 
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Gideon020 - Mork Desvin - Thumper
Name: Mork Desvin
Callsign: Thumper
Appearance:
Origin: Trubc

Biography:
Mork Desvin had made a name for himself in the mercenary business, enjoying a comfortable and well-paying high-life engaging in life-threatening adventure but after a few encounters with heavily-armed hotshot pilots and their resulting airstrikes, Mork saw the writing on the wall easily enough; the next big adventure and next big payouts would come from knowing how to fly.

With a dream of wealth in his head, Mork put in the necessary work and with some scrounging and networking managed to get his hands on a rather bizarre-looking airframe that some aircraft manufacturer had rejected, before strapping it down with armor and the heaviest guns he could steal before signing up with the Duchess' Own Patrol, hoping that by taking to the air, Mork can retire on the ground with an obscene amount of wealth.

Background: Mork came from one of the many mercenary groups roaming the continent fighting in proxy battles of politically or economically-sensitive natures, or engaging in operations to beat back the Living Forest or whatever else might come.

Stats And Skills:

Primary Stats:
Body: +1
Mind: +0
Spirit: +0

Skills:
Piloting: 2
Gunnery: 1
Strafing: 2
Ordnance: 1
Athletics: 2
Shooting: 2
Craft (Gunsmith): 1
Barter: 1
Mechanics: 1
Larceny: 1
Close Combat: 1
Publicity: 1

Advantages:
-Friends In Low Places (Major)

Disadvantages:
-Unattractive (Minor)
-Forgettable (Minor)

Secondary Stats:
Situational Awareness: +1
Defense: 6
Resist: 1
Health: 4
Health Boxes: [],[],[],[]
Fame: 1

Gear:
-Flight Jacket:
+1 Resist, has Mork's Red Star lucky symbol on the back.
-'Peacemaker' Revolver: Old pistol taken from some nameless frontier battlefield, reliable and sturdy. Lead+2 Damage. Range: 5-25m
-Butcher Machete: Heavy cleaver-style blade used primarily for hacking off limbs and offending Living Forest appendages. Lead+2 Damage
-Throwing Knives: Long knives perfectly balanced for throwing, heavy enough to punch through a skull. Lead+1 Damage. Range: 10m
-Pistol Ammunition: 10 reloads worth of ammunition for the Peacemaker.
-Folding Bicycle: An ingenius contraption that Mork picked up at a bazaar somewhere early in his career. Quite rugged and able to traverse rough ground quite well.

The Warbird:

Name: Mikoyan
Appearance:

Piloting: 2
Strafing: 1
Gunnery: 2
Ordnance: 1

Armour: 4
Performance: 3
Structure: 5 (0 0 -1 -1 -2)
[] [] [] [] []
Range: 585km

Secondary Stats:
Manoeuvring:

Dogfighting: 5
Strafing: 4
Shooting:
Gunnery: 1
Ordinance: -1
Defending:
Break Defence: 6
Escape Defence: 8
Shoot Defence: 4
Stunt Defence: 3​

Standard Traits:
Environment Controls:
Heater and Oxygen Systems that allow you to reach altitudes of more than 10 km safely – with up to 15km if you are willing to risk it.
Radio:
Range of nearly 10 km puts most fighters at least at comfortable distance when trying to reach one another or their carriers – if not jammed.
Redundant System:
Armoured Cockpits and self-sealing fuel tanks derived from Living Forest tree tissues, as well as a score of other features give the warbird a Damage resistance of 1 and Structure of 5, while keeping the pilot safe from injuries, if they don't risk it.
Cargo Box:
Your emergency stash or the place for your lucky charms if you don't want them to fly around in your cockpit. Most often behind or below your seat, it can hold up to 50kg of stuff.
Ejection Seat:
Fuelled by compressed gas, this allows the pilot of a struck warbird to safely exist his cockpit and deploy his parachute – of course the question/problem of landing opens it immediately afterwards.
Ordinance Hardpoint:
Allows every warbird to carry at least one heavy weapon.
Gun Camera:
Automatically triggered with weapon fire or when dropping ordinance, these sturdy cameras are the main method by which kills (and thus rewards) are confirmed.
Limited Fuel: Their increased performance and improved armour over standard models, is paid in fuel capacity. The maximum flight time is just over 60 minutes, with a maximum range of 650 kms – presuming they can land and refuel at the other end.

Aircraft Traits:
-Enhanced Crew Protection (General):
Ignore first AP attack that affects crew.
-Improved Armour (Strafing): +1 Armour, -10% Range
-Extra Capacity (Gunnery): +6 LMG Cap, +4 HMG Cap, +2 Cannon Cap.

Aircraft Weapons:
-Modified Viggen & Morteson 'War Cry' Rotary Cannons:
An old workhorse for armored cars and some mobile anti-aircraft guns, the War Cry is a fairly standard triple-barrel rotary weapon that hasn't changed much since it first appeared over a century ago. These particular guns have been modified for usage in an aircraft, which has involved cutting the barrels to half their size and fitting them with a rather unique and decidedly non-regulation recoil compensation system and muzzle brake which has reduced the possibility of these guns literally shaking themselves out of the mountings.
Weapon Type: 20mm Cannon
Accuracy: -1
Damage: Lead+3
Ammo Capacity: 10 Bursts

-Rebuilt Harald & Spathly 'Little Lion' Automatic Howitzer:
The Little Lion is perhaps the strangest automatic cannon to be found on battlefields and in militia armories for how the designers envisaged it's usage as a sort of portable artillery gun, raining high-explosive shells across the battlefield in numbers superior to traditional artillery barrages. In practice, the weapon was used as a direct-fire anti-armor and anti-aircraft gun where it found much greater popularity than as an ad-hoc automatic mortar.
This particular example has had the barrel shortened, the internals rebuilt to fit inside a plane, often by using completely custom-machined parts, and is for the most part a one-of-a-kind weapon.
Weapon Type: 40mm Cannon
Accuracy: -2
Damage: Lead+4
Ammo Capacity: 3 Bursts
 
Semi-Autogyro - Mavis Harper - Songbird
Name: Lady Mavis Viviane Harper (Arr-père)

Callsign: Songbird

Origin/Culture: Givria, from the Dionne Province

Age: 26
Height: 1.72 m / 5 ft. 8 in.
Weight: 59.0 kg / 130 lbs
Hair Color: Fiery Red
Eye Color: Sky Blue

Appearance:
Lady Mavis Viviana Harper

Biography: Mavis was still a child when her parents came to New Boromih after the downfall of Giviria at the hands of the Stratocracy. Her father, a former Givirian paladin instilled her sense of justice and chivalry at a young age. Her mother, a college trained bard, instructed her in the ways of music and lore. Growing up in New Boromih, however gave her steel with the constant display of what they had lost shown in jagged scars and jaded outlooks.

It was one of those days where she was out she had met a older Givrian woman named Dia who had escaped by building her own aircraft out of battlefield scavenged pieces of Stratocracy hardware. Crashing her scratch built aircraft on landing on New Boromih, she eventually gained work as a mechanic working for the DOP. The young woman was instantly taken by the acerbic woman, spending as much time as she could from her.

On a lark the pilot who Dia was a crew chief for asked Mavis if she'd like to go flying, and let her take the stick for a bit. The young woman was a natural, and she quickly became a constant fixture around the aircrews, trying to bum stick time with the pilots. As soon as she was able she joined DOP seeking fame, fortune, and glory with her own two hands and a heart full of moxie.

Background: Last scion from a disgraced noble family seeks adventure and purpose.

Stats
Body: 2
Mind: 0
Spirit: 3

Situational Awareness (SA): 2 (Body) + 0 (Mind) + 3 (Spirit) = 5

Reserve Points: 6

Occupation: Entertainer (Chanteuse)

General Skills
Academics: 2
Athletics: 3
Awareness: 2 [1/6] XP to next Rank
Barter: 1
Close Combat: 1
Command: 1
Etiquette: 2
Interrogation: 1
Investigation: 1
Languages: 1 (Givri [Base], Kubutian, Trubclian)
Larceny: 1
Medicine: 2
(K) Perform: 4 (Singing & Vocal Percussion > Dancing & Fight Choreography > Acting & Oration > Prestidigitation & Parlor Tricks)
Persuade: 2 [2/6] XP to next Rank
Publicity: 1
Shooting: 2 [2/6] XP to next Rank

Pilot Skills
Piloting: 3 [2/8] XP to next Rank
Strafing: 2 [1/6] XP to next Rank
Gunnery: 3
Ordinance: 2

Secondary Stats
Defense: 3 (Base) + 2 (Body) + 3 (Athletics) = 8
Resist: 3 (Spirit) + 1 (Flight Jacket) = 4
Health: 3 (Base) + 2 (Body) + 3 (Spirit) = 8

Health Boxes - [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

Advantages
Sex Symbol [Major]: Curvy hips, red lips, and a dangerous set of eyes. +3 to rolls where your looks might help you out, but -2 to Stealth in social settings.
Good Luck [Minor]: BFFs with Lady Luck. You can re-roll a failed roll once per mission.

Disadvantages
Stalker [Minor]: Most girls have to deal with a clingy ex. Mavis would vastly prefer that sort of attention versus Lady Ursula's from the Stratocracy.
Under the Microscope [Minor]: Beauty is a curse when it comes to laying low and flying under the radar.
Vice (Life of the Party) [Minor]: Mavis prefers living large and having fun and will use almost any excuse to do so, especially when it comes to blowing off stress.

Gear
Aviatrix Scarf:
Samite colored scarf embroidered with a pattern of swords and waves in metallic gold thread.
Dog Tags with Sword Pendant: Identification and Holy Symbol of the Lady all in one convenient package!
Flight Jacket: +1 Resist; Mavis recently got her bomber jacket as a present from Dia when she officially joined the DOP.
Leg Scabbard & Cartridge Belt: Stylishly ensures that Mavis has 20 extra ways to apply Leverage wherever she goes.
Lucky Lighter & Cigarette Case: Contains one pack of cigarettes and no you can't bum one.
Medical Kit: For those special occasions when Mavis needs to treat herself and others.
Pistol Magazines & Concealable Holster: Four additional magazines of ammunition and a low profile holster for when some additional Persuasion needs to be used.
Sunglasses: Good for shielding against the sun, paparazzi, and hangover effects!
Survival Kit & Rations: Warning: Open only in case of emergency! (in Warbird Cargo Box)


Weapons
Sawed-Off Brush Gun A.K.A. '
Leverage': An elegant weapon, from a more civilized age. Also puts holes the size of Mavis' fist into her problems.
Damage: Lead +3; Range 100 Meters; Capacity: 5+1 Rounds.​
Silenced Pistol A.K.A. 'Persuasion': A soft answer turneth away wrath. Once wrath is looking the other way, Mavis can then shoot it in the head.
Damage: Lead +2; Range: 25 Meters; Capacity: 10+1 Rounds.​
Gun Witch Drop Harness Knife A.K.A. 'Last Retort': Cutting remarks and witty repartee can leave fatally wounded egos. In Mavis's case, hers can be quite literal.
Damage: Lead +1; Range: 10 Meters (Thrown)​

Warbird

Name: Miss Fortune
Type: Miséricorde (Interceptor)
Model: Morini Estilet (Stiletto)

Appearance:
Tempesta Estilet

Nose Art:
Li'l Miss Adventure

Tail/Squadron Art:

Paint Scheme:
Blood red wingtips, tails, engine, spinner, & front upper fuselage. Golden wing spars & gulls. Unpainted bare metal everywhere else.

Other Features: Duchess Own Patrol roundel (Penrose Triangle in Purple, Red, & Green with a Crown in the center.)

Victory Marks:
  • x1 Bloodbeast Raider (Battle for the Inventionis)
  • x4 Forest Gliders (Forest Dam Ambush)
  • x2 Patriarchy Dart-class Biplanes (Mountain Pass Merge)
  • x1 Patriarchy Elite Interceptor (Mountain Pass Reversal)
  • x1 Patriarchy Elite Interceptor (Battle for Luroy Citadel)
Pilot Skills
Piloting: 3
Strafing: 2
Gunnery: 3
Ordinance: 1

Plane Stats
Armor: 3
Performance: 3
Structure: 5 (0 0 -1 -1 -2)

Structure Boxes - [ ] [ ] [ ] [ ] [ ]

Innate Traits
Environment Controls: Heater and Oxygen Systems that allow you to reach altitudes of more than 10 kilometers safely – with up to 15 kilometers if you are willing to risk it.
Radio: Range of nearly 10 kilometers puts most fighters at least at comfortable distance when trying to reach one another or their carriers – if not jammed.
Redundant Systems: Armored Cockpits and self-sealing fuel tanks derived from Living Forest tree tissues, as well as a score of other features give the warbird a Damage resistance of 1 and Structure of 5, while keeping the pilot safe from injuries, if they don't risk it.
Cargo Box: Your emergency stash or the place for your lucky charms if you don't want them to fly around in your cockpit. Most often behind or below your seat, it can hold up to 50 kilograms of stuff.
Ejection Seat: Fueled by compressed gas, this allows the pilot of a struck warbird to safely exist his cockpit and deploy his parachute – of course the question/problem of landing opens it immediately afterwards.
Ordinance Hardpoint(s): Allows every warbird to carry at least one heavy weapon.
Gun Camera: Automatically triggered with weapon fire or when dropping ordinance, these sturdy cameras are the main method by which kills (and thus rewards) are confirmed.
Limited Fuel: Their increased performance and improved armor over standard models, is paid in fuel capacity. The maximum flight time is just over 60 minutes, with a maximum range of 650 kilometers – presuming they can land and refuel at the other end.

Extra Traits
Incendiary Shells [Ordinance]: Whenever you hit, you may spend/roll a Reserve to burn something important:
  • Roll of 1-5 (Obstruction: Smoke): -1 to Enemy Dogfighting/Threat
  • Roll of 6: (Serious Fire): Enemy is on Fire
Reduced Turn Radius [Dogfighting]: +1 Dogfighting rolls
Enhanced Crew Protection [General]: Ignores first Operator hit by AP weapons; pilot tends to survive crash-landings and bailouts without injury.

Primary Armament - Cotterell & Hathersage 'Thresher' Heavy Machine Guns
Weapon Type: Heavy Machine Gun
Accuracy: +1
Damage: Lead +2
Ammunition: 10 Bursts
Armor Piercing: +0
Special: none

Ordinance - Apogee Armory Mk. VII 'Decimator' Flak Rockets
Weapon Type: Rockets
Accuracy: -2
Damage: Lead +5
Ammunition: 2 Volleys
Armor Piercing: +2
Special: Fragmentary - no penalty for targeting person-sized targets.

Maneuvering
Dogfighting: 5 (SA) + 3 (Piloting Skill) + 3 (Performance) + 1 (Trait Bonus) = +12
Strafing: 5 (SA) + 2 (Strafing Skill) + 3 (Performance) + 0 (Trait Bonus) = +10

Shooting
Gunnery: 5 (SA) + 3 (Gunnery Skill) + 1 (Accuracy) + 0 (Trait Bonus) = +8
Ordinance: 5 (SA) + 2 (Ordinance Skill) + 0 (Accuracy) + 0 (Trait Bonus) = +7

Defending
Break Defense: 5 (SA) + 3 (Piloting Skill) + 3 (Performance) = +11
Escape Defense: 10 (Break Defense) + 2 = +13
Shoot Defense: 10 (Break Defense) - 2 = +9
Stunt Defense: 5 (SA) + 3 (Piloting Skill) = +8
 
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Rapidfire Rules - Rules on the Ground
=}+{=
=} Rapidfire Rules - Rules on the Ground {=

Warbird is run using the Rapidfire Rules (one might know it from Remnants, the Tribal Mecha RP), which tries to cut down on complicated math, to speed up the game play and simplify the bookkeeping. Thus all conflicts are resolved by using a single d6 rolled against a difficulty number - simply stated all actions are resolved with:

1d6 + Skill + Stat + Modifier vs Difficulty

Difficulty  
2 Routine - something a skilled person should have no problem with
4 Easy - small chance of failure
6 Moderate - hard for normies, but easy for experts
8 Though - default difficulty, with a chance of failure even for pros
10 Very Though - only for crazies or the mighty
12 Near Impossible - are you sure?
14 Epic
Sometimes instead of using a set difficulty, you will have to engage in opposed rolls - in which case the person with the higher roll wins. In case of a draw, the person with the higher stat wins and if even that is equal, you can either try again or accept the draw.

If a character lacks an appropriate skill, then the difficulty of an action will be increased by 2 or deemed impossible by the GM.

As what number you roll, doesn't as so much count as meeting the difficulty, players are able to bolster their rolls with Reserve. Reserve presents a bonus to the d6 roll that the player can add at any time, even after the dice are rolled. They can add up to +3 on one roll or split it up amongst several rolls. Reserve can also be used to boost an secondary stat of a character for a round and is used when fighting in aircraft - often being the thing that keeps the player alive in otherwise lethal situations. If all players pool together, they might even change the weather they are fighting in.

Should the player do something the GM (and/or the rest of the group) thinks is amazing in their RP, they can be rewarded with a +1 bonus to a roll and 1 point for their Reserve - and even some XP for their skills. At the beginning a player starts each mission with a number of Reserve equal to their highest skill level +2.

It's important to learn from your mistakes - while rolling a 1 is not always a critical failure, rolling one, while failing your difficulty by a margin of three or more, will offer you to voluntary take a critical failure. Now why might you do that? Something bad will happen, thus spicing up your RP, as well as gaining a reserve point and some XP. Critical Failures are intended as setbacks (cracked canopy hindering your sight, gun jamming etc.) and not as a cheap shot to get you killed.

You need to keep the rules above in mind if you decide to help on of your comrades. If you have the same skill, someone else is using, you can help the character by making a difficulty 6 roll. Success in it, will give the character which gets helped a +1 to their roll. At maximum two players can help another at once, but this might change if its appropriate for the situation.

=} Combat {=

Combat with the Rapidfire rules is fast - and dangerous. In general personal combat is quick and characters have three combat-orientated secondary stats for this:

Defence - the ability to defend against attacks
Resist - the ability to shrug off damage (soak)
Health - How many points of damage a character can take - when health decreases, characters suffer penalties.

=} Combat Sequence {=
1. Initiative
Characters and NPCs perform Mind + Awareness rolls and the person with the highest result acts first - working from highest to lowest afterwards. Initiative rolls stay the same for the whole combat and if a character decides to delay their action, they will have to remain with the lower initiative for the rest of the combat.

2. Attacks
Attacks are simple Body + Skill rolls vs Defence - with the attack hitting if the roll exceeds the targets defence. The margin by which an attack exceeds defence, is the Lead. If the attack matches the defence, they hit, but with a Lead of 0.

3. Damage and Resist
Weapons own Lead + the one of your attack roll, decides how much damage they can inflict. Resist can reduce the damage, even down to 0 at which point the damage glances off. For example if you hit by a margin of 1 while using a pistol with a Lead of +2, you can make up to 3 Damage on your target minus the targets resist stat.

4. Health and Penalties
What remains of the attack damage after Resist, gets applied to the targets health. As Health decreases, penalties will be added to all of the characters actions and defences, but not their resist. If a characters Health Track is filled up, they are down but not out - if the damages exceeds their health, they are out of the fight. At best a character with an empty health track can attempt an difficulty 6 Spirit roll to keep conscious.

[0][-1][-1][-2][-2][-3][-3][-3]...

The first damage a character takes will inflict no penalties, the next to a penalty of -1, then the next two of -2 and all damage afterwards penalties of -3, as the penalties never exceed -3. Some very though creatures or vehicles, might have Damage Resistance, which increase the number of 0s at the start of their health track.

=} Injuries and Death {=

Up and Fighting - The normal state of all characters, they are able to act normally and will only gain penalties as they take damage.

Down but not Out - When your Health Track is filled up (or hit 0, however you want to see it), a characters is down on their knees and having to bit down the pain as they try to crawl out of the way. They might still try to act with a penalty of -3, but have to roll a 1d6 afterwards and if the roll comes up on a 1, the pain knocks them out of the fight.

Out of the Fight - When a Health Track is exceeded or a character knocked up by the pain, they are out of the fight: unconscious, bleeding and badly wounded, they can take no actions in combat and will have to be rushed to a doctor after the fight.

Dead - As you are the big damn protagonists, death is seeking to be dramatically appropriate. So as long as you aren't performing a glorious last stand or standing before your very own execution commando, you are relatively safe. To die a character must either face Certain Death or Put Their Life on the Line. Characters can decide to Put their Life on the Line, for a +1 bonus to all rolls for the remainder of the scene, but thus open themselves to the possibility of serious injury or death (permanent injuries leading to -1 to Health or Resist).

Certain Death might also be triggered, if a character is falling into the ocean, trapped in a collapsing building or thrown off a cliff. To survive this, a character must use up all of their Reserves for a deus ex machina that saves them - but might still end up with an injury or debt to their rescues. Characters who already put their life on the line or who have no Reserve remaining, will die.

=} Combat Modifiers {=

All Out Defence If a character does nothing but try to evade or block hits, they get a +2 Bonus to their defence. It can be declared at any time in combat,
even after an enemy attack, as long as the character has not yet taken an action. It thus uses up the characters action.
Multiple Actions in Combat Taking more than one action in combat is possible, but hard. When an character attempts to do so, they suffer a penalty to all their actions
and defence rating, equal to the total number of actions taken.
Charging A character requires enough room - and an enemy to smash through his defences. This gives a +1 to physical attacks, but -1 to your own
defence. If you are charging a (ready) character with a gun, they will get a free attack against you, before you close to close combat range.
Ganging Up Multiple attacks on a single target, can be coordinated for greater effect. The second attack attacker gets a +1 to their roll, the third and
further ones a +2.
Mounted Combat Using a mount in combat, gives you a +1 to physical attacks against unmounted targets - while shooting from a moving horse, gives you
-1 when trotting, -2 at cantor and -3 at gallop. When your mount gets attacked, you can abandon your actions to make a ride check.
Ranged Combat If characters steady their aim for one round, they will get a +1 in the next shot or increase their range by 50% with a -2 penalty.
Firing from prone position, gives a character +1 to attack, with only -1 at long range shots.
If a character with a ranged weapon gets attacked in close combat, they are -1 to their defence, or -2 if they are prone.
Burst Fire Using automatic weapons, a character can target multiple adjacent enemies (using 5 bullets per person) at a penalty of -1 (for all these rolls)
for each target after the first.
Alternatively they can be used for suppressing an area, forcing enemies to use athletic tests instead of their defence rating against the shooters,
attack roll with a -2 penalty at the beginning of his round.
Surprise After winning a Body + Stealth roll vs a Mind + Awareness roll, a character will have a +2 on their first attack, which is made before Initiative
is rolled.
Darkness Fighting in the dark gives a -1 penalty to close combat and a -2 to ranged attacks.
Disarming/Tripping Disarming an opponent or sending them prone - requires a close combat (or a ranged with bolas or similiar) roll with a lead of 3 - if this fails,
the opponent will have the chance to try disarming you for free. If you get a lead of 4, you can even choose to grab the weapon or decide where
it will end up.
Grappling To pin and grab an opponent, you need to roll a close combat roll with a lead of 2 or more. If the opponent has an action remaining in this round,
they can attempt to escape with their own Body + Close Combat roll at a lead of 2 or more.
If the opponent is armed, you need a Lead of 3 at least and if you fail they get a free counter attack.
While on the ground, both characters have a -2 to their defence from any other attacker - but if an attack intended for one character misses, but
beats the defence of the other, they will be hit by mistake.
Called Shots Trying to bypass armour or hit a vital point, a character can make a called shot, which will need a minimum lead of 3 to hit at that specific area.
A successful called shot, might ignore armour, blind the enemy or cut off a hand or similiar.
Tactical Advantage Various situational circumstances and set ups, that are determined by the GM to give a +1 to attack or defence.

=}+{=
 
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Rapidfire Rules - Rules of the Sky
=}+{=
=} Rapidfire Rules - Rules of the Sky {=

The only stat relevant in a dogfight is Situational Awareness or SA. It's the measure of your characters ability and talent to control an aircraft and fight in three-dimensional space. It's used for the all-important dogfighting roll at the beginning of each round, in calculating the fighter's Defence when trying to avoid fire and for all gunnery rolls when flying.

The other four skills important for fighting in the Sky are:
Piloting - your flying ability, used to determine Dogfighting, Defence and performing basic piloting manoeuvres.
Strafing - The art of getting close to large dangerous things without dying. Used to line up against slow targets like airships, ground installations, trains or giant plant monsters - and when dogfighting reaches the ground.
Gunnery - Marksmanship - covering the use of machine guns and light cannons.
Ordinance - Bombs, rockets and heavy cannons - what more is there to say?

=} Aircraft Stats {=

Performance Speed, manoeuvrability, climb and dive rates, turn radius.
  Buildings
1 Slow moving vehicles: Trains and Airships
2 Performance of civilian crafts
3 Standard Military Fighters
4 Top-end Duchess Own Patrol Fighters
5 Experimental Aircraft
6 Maximum Performance
Armour Fighters light on the armours, while lumbering airships are flying fortresses.
  Civilian standard
1-2 Common ratings for fighters
3-5 DOP fighters and Couriers
6-8 Lighter airships and drop-carriers
9+ Slow but powerful warships
While people have Health, aircraft and other vehicles have Structure - structure ratings function in the same way and damages, lead to penalties applied to Defence, Attack, Dogfighting and Strafing rolls. Fighters tend to have between 2-5 points of Structure, while larger vehicles tend to have 10 or more. While it works like the Health Track for the most part, some vehicles have Damage Resistance, which will allow them to take more damage before suffering penalties.

=} Dogfighting {=
There's no initiative roll, instead in a one-on-one dogfight (the usual scenario), both pilots roll 1d6 + Performance + Piloting Skill + SA and whoever comes out on top has gotten into a position where he can fire on the other. Ties go to the pilot with the higher SA, if both have the same SA, then no one gets a shot. In en engagement with multiple planes on one side, all role and then act like their dogfighting roll serves as initiative, with the larger side gaining a bonus to their roll.

Firing: When you've got a bead on an enemy, you have two choices, you can either hold for a better shot/aim, or you can fire right away. Shooting is 1d6 + Gunnery/Ordnance + SA + Weapon Accuracy vs the Target's Defense. Holding requires no roll and gives a bonus to shooting (+1) if you manage to win the dogfight roll next round. A pilot can gain up a larger bonus (+2) by holding for two rounds in a row if they wish. The bonus is also only good for the next attack they make against that target and then goes away (if a pilot takes multiple shots, the bonus only applies to the first).

Defence: If you lost the dogfighting roll, you have multiple options to try defending yourself:
Break - Turn-and burn manoeuvre intended to keep the plane in one piece and get into a better position for the next round. When a pilot breaks, the planes Defence is Performance + Piloting + SA: Break Defence.

Escape - Unlike a break, this is an attempt to avoid fire by making a manoeuvre that will take the plane out of the fight (if only temporarily), such as making a steep, twisting dive. If a pilot chooses to attempt escape, their defence is equal to the Break Defense+2. However the next round the pilot won't be able to shoot and must attempt a Disengage action.

Shoot - During multi-plane dogfights, its possible for someone to be attacking and defending at the same time. If a pilot wishes to shoot or hold in their own turn, their defence is equal to their Break Defence-2 . They also don't get to shoot until shot at.

Stunt - Pulling a stunt is a gamble and is when the a pilot attempts something drastic and unexpected. When a pilot performs a stunt, their defense is equal to 1d6+Piloting+SA. This can backfire as a poor roll will leave a plane with very low defense, however if the pilot doesn't get hit, then they get a bonus of +1 to their next dogfighting roll. A defender cannot stunt against a holding opponent, they actually have to be opening fire, and a pilot can only attempt a stunt if their plane's performance is at least 3. Stunts are a great time to work that rule of awesome and be descriptive. In addition to this basic stunt, there is also a list of a few optional advanced stunts that can grant additional effects, but pilots must pay a Reserve Point to use them:

Stall Turn: Throwing your plane out of controlled flight, you try to bring your guns to bear on the attacker. This throws both planes out of the dogfight and will bring the planes into a head to head situation. Both planes will automatically loose any dog fighting rolls against other planes.

The Scissors: A zigzag stunt to over the enemies gunsights, will give you a +1 Dogfighting bonus and a +1 Gunnery bonus in the next round if you win the dogfighting roll. If you loose it, they +1 Gunnery bonus goes to your opponent.

Defensive Spiral: Drawing the Fight down towards the ground, forces the attack to follow if they want to continue the dogfight. This reduces the round to the ground by up to three.

High Yo-Yo: Turning a breaking turn into a partial climb, followed by a shallow dive that lines up the fighter for a shot at the enemy. This gives you the player a +2 to their next dogfighting roll, but if they loose, they will have to survive the round with a -1 Defence modifier.

Low Yo-Yo: A diving turn that gains plane speed to "cut the corner" on a turn and get into a firing position. This gives the pilot a +1 Dogfighting roll - but if you loose it anyway, then you gain +2 Break Defence through your speed and awkward angle.

Thach Weave: The only stunt to require a wingman, this allows you to wave in-front of your ally after dodging the enemy fire - this turns your dogfighting roll into a 1 next round, but your wingman gains +3 dogfighting for their next roll.

Subsequent Rounds: After all shots are resolved, the round is over and the dogfight moves into the next round. Dogfighting rolls are made while taking into account any damage taken and successful stunts, and the process repeats. The dogfight continues until one side is destroyed or Disengages, or the fight runs out of space.​
=} Damage {=

When a plane does get hit, it takes damage just like a character, and suffers penalties to the pilot's skills rolls in a similar manner as its Structure track is filled. When the structure track fills up, a plane is:
Trailing Smoke , it can still fight, but it cannot perform stunts, and its damage is obvious to everyone (possibly drawing in kill-greedy enemies).
A plane that has exceeded their Structure track is Crippled . It is too badly damaged to dogfight or strafe, and landing the plane safely will require modestly difficult piloting roll . Crippled planes automatically lose dogfight rolls, cannot stunt and suffer a steep penalty to all piloting skills (this includes the landing attempt). Most pilots tend to just nurse crippled planes back to friendly territory and then bail, rather than risk a crash landing.
Finally, a plane that has suffered twice its structure in damage is Going Down . These planes are usually burning and often breaking apart in mid-air. The pilot is in all likelihood dead or busy hitting the silk.

Just like on the ground, characters can Put Their Life on the Line gaining the same bonuses. However if their plane is crippled, they themselves are injured as well. If their plane is Going Down then the pilot is unable to safely bail out and is killed. If you go down over the Ocean without having Put your life on the Line, you will need all remaining reserve to evade the certain death scenario.
=} Round to the Ground {=
Not all directions are created equal and pilots much prefer to descend, as it allows them to trade potential energy of altitude into the kinetic energy of airspeed. The only problem being, that one cannot descend indefinitely. Before a dogfight, the GM will announce how many rounds the pilots will have, before they reach whatever is blow them: ground or Ocean. When this number reaches 0, all planes must roll make a 1d6 + Performance + Strafing + SA roll and get 9 or more. Success means they are fine, while failure means a crash landing at best, or lawn-darting at worst.

At this point the planes must break off and climb a bit and reengage once they gain some altitude back. The longer they do this for, the more rounds they gain. Of course, if some of them wish to keep fighting then the dogfight continues with each player now using strafing for all rolls that would normally require piloting. If they roll an 8 or less, then they've screwed up and crash (And their opponent gets to claim a manoeuvre kill), this is a Certain Death scenario.

If at the start of a round, a pilot wishes to disengage from their opponent(s) they make a Dogfight roll as normal. If they lose, but have a better performance, they get away, but the enemy still gets to make a parting attack vs their Escape Defence. Aircraft of equal or lower performance must win the dogfight roll in order to escape, and a lower aircraft potentially only earns a temporary reprieve, as the pursuer can attempt to reengage via dogfight roll after a number of rounds equal to the Lead the escapee had in the disengage roll.

If the weather permits, a disengaged plane may simply run into the nearest cloud-bank and escape from the fight completely. If there are no clouds nearby, ALL the player characters may pool together their reserve and spend several reserve points to cause a weather change that will take effect next round.
=} Head to Head & Ambush {=

When both pilots (state it and) lock onto each other from beyond weapon range and dive for a quick kill, instead of trying to get on the others tail, they will find themselves head to head. They do not making dogfighting rolls and instead perform simultaneous dogfighting/ordinance rolls as they dive frontally towards one another. Each plane use their Shoot Defence rating and if they survive, they will engage in dogfighting like usual.

If one plane can attack from stealth, which is normally done from below and behind or by flying out of the sun, the pilot does not have to make a Dogfighting roll, and can make a lethal attack where the target's Defence is unmodified and equal to the Performance of the plane. After the first strike, roll Dogfighting as normal. To make an ambush, a pilot must make a Piloting + SA roll against the target's Awareness + SA roll. The GM may assign bonuses to either side, depending on circumstances.

It is a little harder to ambush a whole flight of fighters who are working together to watch the skies. If a flight of fighters is about to be ambushed, only the pilot with largest dice bonus makes the opposed roll. The other fighters in the flight can act as helpers, up to a maximum bonus of +2. Meanwhile, an attacking flight relies solely on the Piloting roll of the least skilled pilot, as it only takes one guy to stray out of formation and alert the enemy of an incoming attack.​

=} Strafing {=
While dogfights are dangerous, strafing is damn near suicidal as you dive down towards large armoured targets, which do their best to throw as much fire as possible into your path. At least they are indiscriminate enough to be as much of a danger to you, as to anyone staying on your tail.

Step 1: The Approach

1d6 + Performance + Strafing Skill + SA


A strafing run begins similar to a dogfight. You select your target and make a similar roll, using your Strafing skill instead of your Piloting skill against a target number called The Threat. The threat is an abstract number that represents the number of guns your target has as well as how capable those guns are of tracking and hitting you as you make your attack. Similar to multi-plane dogfights, multiple planes strafing the same target in a round get a bonus to their roll as the defensive gunners split their fire. If a pilot fails their strafing run, they still get to shoot the target, but must first suffer a number of attacks equal to the margin of failure.

Pilots can try "Cutting it close" - they take a -1 Penalty to their Strafing Roll and Shoot/Break Defence, but get a +1 to their attacks against the target. Critical failing the Strafing roll while cutting it close, will result in a crash and may destroy an important substructure on the target.

Step 2: The Attack

The attacking plane gets to attack with both guns and ordnance and their target takes damage similarly to planes. However, not only do they usually have more structure and armour, but they actually have sub-components like Engines, gun turrets, hangars, or fuel depots. Destroying these components can damage the greater whole and typically reduces the target's threat rating. The defence of most strafing targets is 3 + Performance, while the smaller emplacements on or a target have a Defence that is 2 higher than the main body.

When pilots attack with their guns, they can aim for the substructures of their target (engines, gun emplacements, hangars etc.) Ordinance meanwhile hits a random part of the target, if the pilot doesn't have a trait which changes that. Characters may adjust random hit locations via their reserves, up and down depending on the targets description.

Any time a substructure is disabled, the target will take 1 point of damage and its threat will be recued by 1. If an attack hits an already disabled substructure, the damage will count as hit against the main structure.

Step 3: Retaliatory Fire

If you failed your strafing roll on the approach and were already shot at, skip this step. All other fighters, have to fly out of one gunners retaliatory fire. The fighter uses his Break Defence for this. If there are too few turrets to engage all fighters, then those which rolled the worst during the approach suffer the retaliatory fire.

Hangers- on

If you still have a fighter after you will running a strafing run, you roll for it as normal, but then automatically loose the dogfighting roll, allowing them to attack against the strafing fighters shoot Defence. Afterwards the hanger-on will have to make their own strafing roll or suffer their own guns friendly fire.

Surprise

As with dogfighting, surprise attacks are deadly. To achieve surprise, pilots will have to sneak up on their target by rolling a Piloting + SA against a base difficulty of 8 (or modified by the GM depending on the circumstances) . Success means that a targets Threat is 0 for the first attack run and it won't be able to perform even Retaliatory fire. Afterwards normal rules apply.​

=}+{=
 
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willing to give it a shot

IC Thread

Lock and load, let it go,
the loathsome side show,
is coming on down the town.
Barker in your hand,
it's a bedlam jam.
We'll be tearing it up all around.
fire in the hole,
It's a breezy stroll.
We'll have tea in hell today.

When the Blood Red Dogs,
come to do a job,
and send you on your way.
 
Hi Simpli,

Are you still accepting players? If so may I submit a character please?

I will need a few days to put everything together, but I am very interested in your game.

Thanks.
 
Kensai - Rebeka Kristensen - Bisho
WIP

Name: Rebeka Kristensen
Callsign: Bishop
Origin: Kubutia
Appearance:
Biography: Rebeka is an investigator who's made a lot of enemies in her time, and even more friends. She has unearthed multiple Scandals and been involved in several herself. And now she's taken on her biggest assignment yet - she'll fly with the DOP and report on what actually goes on in this august institution. With some other journalists this might look like a puff piece assignment, but you can be sure that Rebeka will dig up the dirt and fling it far and wide, come what may!
Background: Journalist

Body: -1
Mind: +1
Spirit: +1

SA: +1

Skills:
Piloting 2
Strafing 1
Gunnery 2
Ordnance 1

Investigation 2 (K)
Academics 2
Larceny 2
Awareness 2
Command 1
Craft (Journalism) 2

Advantages:
Of the People (Major) - Avoid Scandals on a Spirit roll of 4+
Already Famous (Minor) - +1 Fame
Friends in High Places (Minor) - Access to MPs

Disadvantages:
Under the Microscope (Major) - Someone close by is selling you out to the press - and sometimes Scandals
might crop up on false accusations.
Dependent (Minor) -
Hunted (Minor) -

Warbird:

Name: Fluttering Petal
Appearance:

Weapons:
Light Machine guns
Rockets

Traits:
High Velocity shells
Improved Turbo-Supercharger
High-Visibility Canopy
 
Dariusprime - Dawson Loomis - Stitch
Name: Dawson Loomis

Callsign: Stitch

Origin/Culture: Kubutia

Appearance: A short, wiry man that larger men would call "shrimpy". Maybe 115 lbs soaking wet and 5'2" on a good day. Barely made physical requirements. Thin faced with intense, scrutinizing eyes. This offset by a charming, if shy smile, highlighted by the medium complexion and dark hair of New Boromih natives. Despite his size, he moves with an elegance that suggests confidence but not arrogance.


Biography: Dawson is most proud of two things: his skill as a custom tailor and his family business, Loomis Textiles. The former may one day bring fame to the family, but today, he has to save the latter.

Dawson's fate is inexorably tied to that of the family business. His family can trace their craft back to the first, pre-invasion settlers of what would become New Boromih. Cloth weavers, seamstresses, designers, dyers, upholsterers: textiles are the lifeblood of the family. Pauper and Parliamentarian alike wear cloth sourced to Loomis mills. Most often without realizing so.

While his brother Archibald modernized the guild, Dawson lived a rather quiet life. He lived modestly and spent much of his time in his studio or visiting clients. His hand-sewn designs were already garnering attention, and he suspected that his career would take off in a season or two. The Elites appreciated the reliable expertise of traditional needlework. Those of modest means appreciated a good suit that would last a lifetime.

How did such a man end up in the Duchess Own Patrol? Imagine that your brother seized control of the family business and alienated centuries-old partnerships. Imagine learning that he had put up the "corporation" as collateral on loans with shady parties to do so. Imagine the mess when he went to prison for manslaughter. For killing a Parliamentarian with a prototype parachute that he never tested. And Dawson? Imagine taking over leadership of this burning airship.

Simply put: The DOP can provide the influence, wealth, and fame to rebuild Loomis Textiles. Now all he has to do is wear his brother's parachute design and not die.

Background: Tailor and aspiring fashion designer joins the DOP to save his family business.

Stats

Body:
+2
Mind: +2
Spirit: +1

Situational Awareness (SA): +5

Occupation:
Urban (Tailor)

General Skills:
Academics +2
Athletics +2 (3/6 xp)
Awareness +3 (4/8 xp)
Barter +2 (1/6 xp)
Close Combat +1
Command +1
(K) Craft (Tailoring) +2 (3/6 xp)
Etiquette +2 (2/6 xp)
Languages +1 (Kubutian [native], Hertian, Trubclian)
Mechanics +1 (1/4 xp)
Persuade +1 (2/4 xp)
Publicity +2
Ride +1
Shooting +2 (3/6 xp)

Pilot Skills:
Piloting +3
Strafing +3 (2/8 xp)
Gunnery +2 (1/6 xp)
Ordinance +2 (3/6 xp)

Secondary Stats:
Defense:
3 + Body (+2) + Athletic Skill (+2) = 7
Resist: Spirit (+1) + Armour (Flight Jacket +1) = 2
Health: 3 + Body (+2) + Spirit (+1) = 6
Fame: 2​

Advantage:
No Press is Bad Press (Major):
A mix of genuine kindness, reliability, and a touch of public relations makes Dawson immune to scandals.

Disadvantage:
Debt (Major):
With what devil did you make a deal, brother? What must I do to save our family and our legacy? And survive the process?

Possible debt holders: Kubutia government (seeking to nationalize mills), Stratocracy (looking for economic inroads into Western Alliance), Pirates/organized crime ("friends" in low, low places, with thugs)

Gear:
Aviator Scarf:
A treasured gift from Mavis Harper. She has an eye for elegance.
Flight Jacket: +1 Resist. Standard DOP jacket. Custom-fitted of course. One must look dashing.
Pistol: Lead +2 Damage, Range 5-25 m. DOP service pistol in stainless steel. Accurate, reliable, and easy to maintain.
Pistol: Lead +2 Damage, Range 5-25 m. Personally owned copy of DOP service pistol in stainless steel. Accurate, reliable, and easy to maintain.
Gun Belt: Standard issue DOP gun belt with holster and magazine pouches.
Tanjian Field Knife: Lead +1 Damage, Range 10 m (Thrown). A practical blade for harsh environs (and fights).
Phonograph and Records: A delightful Tajnian phonograph with traveling case and assorted records. Bringing culture to the field.
Shoulder Harness: Shoulder holster and three magazine pouches.
Ammunition: 10 reloads for his service pistol.
Rations: The lasagna isn't bad.
Rifle: Lead +2 Damage, Range 500 m. An outdated Stratocracy bolt-action in need of an overhaul. A hobby project!
Tool Kit (Tailor's): Everyone should look dashing.
Pocket Watch: His grandfather's watch with an embossed parachute on the cover. Legend says his grandfather invented the modern parachute. For luck.
Survival Kit: Standard-issue plane package. He hopes he never needs it.


Warbird

Name:
Shroud

Appearance:

Piloting: +3
Strafing: +3
Gunnery: +2
Ordnance: +2

Armour: 3
Performance: 3
Structure: 5 (0 0 -1 -1 -2)
[] [] [] [] []

Innate Traits:
Environment Controls:
Heater and Oxygen Systems that allow you to reach altitudes of more than 10 km safely – with up to 15km if you are willing to risk it.
Radio: Range of nearly 10 km puts most fighters at least at comfortable distance when trying to reach one another or their carriers – if not jammed.
Redundant System: Armoured Cockpits and self-sealing fuel tanks derived from Living Forest tree tissues, as well as a score of other features give the warbird a Damage resistance of 1 and Structure of 5, while keeping the pilot safe from injuries, if they don't risk it.
Cargo Box: Your emergency stash or the place for your lucky charms if you don't want them to fly around in your cockpit. Most often behind or below your seat, it can hold up to 50kg of stuff.
Ejection Seat: Fueled by compressed gas, this allows the pilot of a struck warbird to safely exist his cockpit and deploy his parachute – of course the question/problem of landing opens it immediately afterwards.
Ordinance Hardpoint: Allows every warbird to carry at least one heavy weapon.
Gun Camera: Automatically triggered with weapon fire or when dropping ordinance, these sturdy cameras are the main method by which kills (and thus rewards) are confirmed.
Limited Fuel: Their increased performance and improved armour over standard models, is paid in fuel capacity. The maximum flight time is just over 60 minutes, with a maximum range of 650 kms – presuming they can land and refuel at the other end.​

Starting Traits:
Extra Capacity (Gunnery):
+4 Burst to HMG
Dive Siren (Strafing): +1 to Shoot Defense
Enhanced Crew Defense (General)

Primary Armament:
Callahan FB-12 "Reaver" 12.7 mm Machine Guns:
Type: Heavy Machine Gun
Accuracy: +1
Damage: +2
Ammunition: 14
Armor Piercing: None
Special: None

Ordinance: Armstrong Industries "Long Tom" Free-Fall Munitions
Type: Drop bomb
Accuracy: -3
Damage: +6
Ammunition: 1
Armor Piercing: 3
Special: Only against Ground Targets (Performance 0 or 1)

Manuevering:
Dogfighting:
SA (+5) + Piloting (+3) + Performance (+3) = 11
Strafing: SA (+5) + Strafing (+3) + Performance (+3) = 11

Shooting:
Gunnery:
SA (+5) + Gunnery (+2) + Accuracy (+1) = 8
Ordinance: SA (+5) + Ordinance (+2) + Accuracy (-3) = 4

Defending:
Break Defense:
SA (+5) + Piloting (+3) + Performance (+3) = 11
Escape Defense: Break Defense +2 = 13
Shoot Defense: Break Defense -2 + Dive Siren (+1) = 12
Stunt Defense: SA (+5) + Piloting Skill (+3) = 8

Updates:
3-17-2019: End of Session XP
5-5-2019: Using ones Time.
12-7-2019: End of Session XP
4-4-2020: End of Session XP
9-15-2020: End of Session XP
5-1-2021: End of Mission XP
4-23-2022: End of Mission XP
9-15-2023 End of Mission XP
1-30-2024: End of Misssion XP
 
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