May 23, 2024 9:15 pm
[ +- ] Night Witches
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CHARACTER INFO
Rank Sergeant
Section
Squadron
Name: Dariya "Dasha" Yegorova
Nature: Owl
Role: Zealot
You can help the Section during DEBRIEF by criticizing a fellow airwoman. When you change Duty Stations, Advance if you pointed the NKVD in another airwoman.
HARM:
Luck points:
LOOK
Gender: Female
Uniform: Regulation
Body: Graceful
Face: Open
Home Town: Moscow
Who you write to back home: Grandfather
REGARD
PC 1: the most
PC 2: the most
PC 3: the most
Advancements
Marks
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STATS
Ability | Score | Roll |
Skill | 1 | 2d6 |
Guts | 0 | 2d6 |
Luck | 1 | 2d6 |
Medals | 0 | 2d6 |
DAY MOVES
EYEBALL
Notes
Notes
WHEN YOU SIZE UP A PERSON OR SITUATION roll +skill.
On 10+ hold 2, on 7-9 hold 1.
Spend a hold, now or later, to ask a question.
Take +1 forward when you act on the answers; give +1 forward to another and share in the outcome if you prefer.
Ask:
* How can I help her?
* What does he want?
* What am I overlooking?
* How could I get...
On a miss the GM might offer a straight-up lie, honest mistake or tragic misunderstanding.
On 10+ hold 2, on 7-9 hold 1.
Spend a hold, now or later, to ask a question.
Take +1 forward when you act on the answers; give +1 forward to another and share in the outcome if you prefer.
Ask:
* How can I help her?
* What does he want?
* What am I overlooking?
* How could I get...
On a miss the GM might offer a straight-up lie, honest mistake or tragic misunderstanding.
ACT UP
Notes
Notes
WHEN YOU TRY TO GET YOUR WAY...
...by acting like a hooligan, roll +luck.
...by acting like a lady, roll +guts.
...by acting like a natural-born Soviet airwoman, roll +medals.
On 10+, choose two. On 7-9, choose one:
* Make someone do what you want (If the person you are imposing on is a PC, she can do it or not, but if she doesnât you are both marked)
* Ensure that there are no consequences for acting up
* Add one to the mission pool
On a miss there will be trouble.
...by acting like a hooligan, roll +luck.
...by acting like a lady, roll +guts.
...by acting like a natural-born Soviet airwoman, roll +medals.
On 10+, choose two. On 7-9, choose one:
* Make someone do what you want (If the person you are imposing on is a PC, she can do it or not, but if she doesnât you are both marked)
* Ensure that there are no consequences for acting up
* Add one to the mission pool
On a miss there will be trouble.
REACH OUT
Notes
Notes
WHEN YOU REACH OUT to someone by letter or in person, reveal a significant new truth and roll the dice.
On 10+ choose 2. On 7-9 choose one:
* Remove one harm each from you and your friend
* Change the target and/or tone of a currently filled Regard slot
* Add one to the mission pool
On a miss your efforts are inneffective, misunderstood or understood all too clearly.
On 10+ choose 2. On 7-9 choose one:
* Remove one harm each from you and your friend
* Change the target and/or tone of a currently filled Regard slot
* Add one to the mission pool
On a miss your efforts are inneffective, misunderstood or understood all too clearly.
SCROUNGE
Notes
Notes
Whenever some specific thing is desperately needed, roll straight if going through channels, or roll +luck if you arenât so good with paperwork.
On a hit you get what you need and add one to the mission pool.
On a 7-9 you get what you need but choose two (Misanthropes choose one):
* You attract unwanted attention
* You take 1-harm from lack of sleep
* You get poor quality stuff
* You incur a debt
On a miss it canât be acquired for love or money. Well, for money, anyway. The GM might choose three options from the 7-9 list or worse.
On a hit you get what you need and add one to the mission pool.
On a 7-9 you get what you need but choose two (Misanthropes choose one):
* You attract unwanted attention
* You take 1-harm from lack of sleep
* You get poor quality stuff
* You incur a debt
On a miss it canât be acquired for love or money. Well, for money, anyway. The GM might choose three options from the 7-9 list or worse.
REPAIR
Notes
Notes
If a plane has been torn up or broken down and you help the mechanics fix her, roll +skill.
On any hit you patch it together and it is no longer damaged.
On 7-9 you patch it together but choose two (Protectors choose one):
* Sheâll fly eventually, but not tonight
* You take 1-harm from lack of sleep
* You donât complete the job in the officially approved manner
* The plane acquires a personality if it doesnât have one already
On a miss you are sending it into combat still damaged. Maybe thatâs obvious and maybe it isnât.
On any hit you patch it together and it is no longer damaged.
On 7-9 you patch it together but choose two (Protectors choose one):
* Sheâll fly eventually, but not tonight
* You take 1-harm from lack of sleep
* You donât complete the job in the officially approved manner
* The plane acquires a personality if it doesnât have one already
On a miss you are sending it into combat still damaged. Maybe thatâs obvious and maybe it isnât.
TEMPT FATE
Notes
Notes
WHEN YOU TEMPT FATE roll +guts.
On a 10+ you do it. On a 7-9 you do it but not without cost - The GM can offer you a worse outcome, a hard bargain, or an ugly choice.
On a miss you take harm as established and are marked in addition to failing. Fate is a suka.
On a 10+ you do it. On a 7-9 you do it but not without cost - The GM can offer you a worse outcome, a hard bargain, or an ugly choice.
On a miss you take harm as established and are marked in addition to failing. Fate is a suka.
NIGHT MOVES
VEDOMAYA
Notes
Notes
WHEN YOU COVER YOUR ASSIGNED FELLOW PLANE during a mission, hold 1. Spend your hold at any time to take one of their consequences on yourself or your aircraft.
WAYFIND (NAVIGATOR)
Notes
Notes
WHEN YOU LEAD A FLIGHT TO A TARGET...
...BY DAYLIGHT, or to your airbase at any time, you find it.
...AT NIGHT, roll +skill.
On a 10+ you find it and line up a textbook approach.
On a 7-9 you find it and choose one consequence:
* Your plane suffers a minor mechanical failure (plane is damaged)
* They are waiting for you (triggers Enemy Fire)
* Youâre stressed or banged around (split 2 harm however you want)
On a miss either scrub the mission and return in shame, or strike the target late and alone, forcing you to make your own Attack Run. Planes relying on your navigation can choose which miss condition they would prefer.
...BY DAYLIGHT, or to your airbase at any time, you find it.
...AT NIGHT, roll +skill.
On a 10+ you find it and line up a textbook approach.
On a 7-9 you find it and choose one consequence:
* Your plane suffers a minor mechanical failure (plane is damaged)
* They are waiting for you (triggers Enemy Fire)
* Youâre stressed or banged around (split 2 harm however you want)
On a miss either scrub the mission and return in shame, or strike the target late and alone, forcing you to make your own Attack Run. Planes relying on your navigation can choose which miss condition they would prefer.
ATTACK RUN (PILOT)
Notes
Notes
WHEN YOU LEAD AN ATTACK ON A TARGET, roll +guts.
On a 10+ your payload connects! Choose one.
On a 7-9, itâs a hit and choose two consequences:
* The damage to the target is not significant and it is your fault
* You fly through a storm of flak (triggers Enemy Fire)
* A plane in your Section is damaged, GMâs choice
* You and your fellow airwoman are marked
On a miss either abort the attack completely, which will surely trigger an Informal Interview back at base or desperately press on, Tempting Fate. Planes relying on your leadership can choose which miss condition they would prefer.After an Attack Run by a Leader, if other pilots decide to make an additional Attack Run they enjoy +1 forward.
On a 10+ your payload connects! Choose one.
On a 7-9, itâs a hit and choose two consequences:
* The damage to the target is not significant and it is your fault
* You fly through a storm of flak (triggers Enemy Fire)
* A plane in your Section is damaged, GMâs choice
* You and your fellow airwoman are marked
On a miss either abort the attack completely, which will surely trigger an Informal Interview back at base or desperately press on, Tempting Fate. Planes relying on your leadership can choose which miss condition they would prefer.After an Attack Run by a Leader, if other pilots decide to make an additional Attack Run they enjoy +1 forward.
TEMPT FATE
Notes
Notes
WHEN YOU TEMPT FATE roll +guts.
On a 10+ you do it. On a 7-9 you do it but not without cost â The GM can offer you a worse outcome, a hard bargain, or an ugly choice.
On a miss you take harm as established and are marked in addition to failing. Fate is a suka.
On a 10+ you do it. On a 7-9 you do it but not without cost â The GM can offer you a worse outcome, a hard bargain, or an ugly choice.
On a miss you take harm as established and are marked in addition to failing. Fate is a suka.
ENEMY FIRE (NAVIGATOR)
Notes
Notes
WHEN YOUR PO-2 IS HIT BY BULLETS OR FLAK roll +luck.
On a 10+ the old girlâs in one piece and you are fine.
On a 7-9 she holds together and you choose two consequences:
* You and your fellow airwoman are marked
* Casualties on board (Split 5 harm between you however you like; also triggers Wheels Down later)
* Your plane is damaged (Also triggers Wheels Down later)
* Another plane in your section goes down (GM will decide which)On a miss the GM might choose three from the 7-9 list or maybe something more horrific.
On a 10+ the old girlâs in one piece and you are fine.
On a 7-9 she holds together and you choose two consequences:
* You and your fellow airwoman are marked
* Casualties on board (Split 5 harm between you however you like; also triggers Wheels Down later)
* Your plane is damaged (Also triggers Wheels Down later)
* Another plane in your section goes down (GM will decide which)On a miss the GM might choose three from the 7-9 list or maybe something more horrific.
WHEELS DOWN (PILOT)
Notes
Notes
WHEN YOU LAND A PLANE UNDER LESS THAN IDEAL CIRCUMSTANCES roll +skill. "Less than ideal" includes putting it down anywhere but a prepared airfield, or with battle damage, or with injured or dead crew.
On a 10+ you and your Po-2 are on the ground and in one piece. Change an open Regard slot to refer to your plane if you want.
On 7-9 you prang the plane; and choose two consequences (Adventurers choose one):
* Itâs unflyable (plane is damaged; if already damaged it is a fiery wreck)
* Casualties on board (Split 3 harm between you however you like)
* Your lack of skill, courage or care with the peopleâs machinery is noted
* Your landing puts you in immediate danger.
On a miss the GM will start with a fiery wreck and build from there.
On a 10+ you and your Po-2 are on the ground and in one piece. Change an open Regard slot to refer to your plane if you want.
On 7-9 you prang the plane; and choose two consequences (Adventurers choose one):
* Itâs unflyable (plane is damaged; if already damaged it is a fiery wreck)
* Casualties on board (Split 3 harm between you however you like)
* Your lack of skill, courage or care with the peopleâs machinery is noted
* Your landing puts you in immediate danger.
On a miss the GM will start with a fiery wreck and build from there.
MEDALS
Personal medals | Regimental Honors |
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NOTES
1. List of moves which includes soviet names for the characters, details for the planes and even a description of the game flow (we will go through this during training)
2. The playbooks for each "class"