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
Notes
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.
Notes
...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 doesn’t 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.
Notes
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.
Notes
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 can’t be acquired for love or money. Well, for money, anyway. The GM might choose three options from the 7-9 list or worse.
Notes
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):
* She’ll fly eventually, but not tonight
* You take 1-harm from lack of sleep
* You don’t complete the job in the officially approved manner
* The plane acquires a personality if it doesn’t have one already
On a miss you are sending it into combat still damaged. Maybe that’s obvious and maybe it isn’t.
Notes
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
Notes
Notes
...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)
* You’re 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.
Notes
On a 10+ your payload connects! Choose one.
On a 7-9, it’s 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, GM’s 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.
Notes
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.
Notes
On a 10+ the old girl’s 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.
Notes
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):
* It’s 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 people’s 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"