Monday, 5 April 2021

April 2021: Forsaken Revisited

 For a while I've had ideas for other settings beside Frozen Skies, settings that I've posted about time and time again. One of these has been a Dark SciFi that I'd dubbed Forsaken Space, which revolved around a single system where wrecked spaceships seem to be drawn to. Though I'm mulling going into a different direction with it, hence this post.


Welcome to Forsaken

I want to take a similar approach to that I've taken with Frozen Skies, start with a location and then build upon it from there. In this instance it'll be a planet, possibly named Forsaken though that might change, either way it's a heavily industrialised world with millions living in so-called hab-clusters. In some respects these hab-clusters are similar to the hive cities of 40K.

The world itself is under the nominal control of the galaxy spanning Terran Imperial Conglomerate (TIC), but I'm 50/50 between it being our own galaxy or another. My train of thought was that Humanity was finally able to spread across the stars after discovering naturally occurring wormholes, though these wormholes each operate on their own open/close cycle which makes interstellar that much more complex. There could be some wormholes that are open for a very long period and thus form part of regular trade routes, others are only open for a brief time prompting a sort of 'gold rush' when they do finally open.

This of course means that travelling from A to B could potentially involve pin-balling halfway round the galaxy depending on how good your timing is. You've probably realised the limitations with this method of interstellar travel, particularly how it hampers fleet movements, etc. To this end I'm toying with an idea of an experiment with FTL travel that went disastrously and tore a hole in the walls of reality, prompting invasions by other-wordly entities in what is known in setting as the Rift Wars. A combination of all of the above means most worlds are effectively isolated, a lone candle against the black.

Of course all this is subject to change, some elements may get altered as I develop the setting further. But I'd welcome thoughts and comments so far. 

Monday, 1 March 2021

March 2021: Bravo November

 This week is bit of a break from Frozen Skies, instead we're focusing on one of my various other setting ideas. In this instance it's the turn of Cold War Skirmishes, a project that covers the Cold War period between 1945 and 1991. The aim is to cover various nations and conflicts, particularly the lesser well-known ones. This particular post is something I've planned to do for a while and concerns a Chinook helicopter in British service; Bravo November.


Bravo November

Bravo November was one of thirty Boeing CH-47 Chinooks ordered for the RAF in 1978, the actual helicopter (military serial ZA718) being received by the RAF in February 1982. In April 1982 Bravo November (from her radio code BN) was loaded onto the MV Atlantic Conveyor in response to the outbreak of the Falklands Conflict. Bravo November happened to to be airborne when the Atlantic Conveyor was tragically sunk, taking much of the task force's helicopter support with it, but Bravo November managed to land on the aircraft carrier HMS Hermes.

Bravo November ended up being the only serviceable heavy-lift helicopter for British forces during the duration of the conflict, whoever there was no spares, service manuals, lubricants or even tools for the helicopter. Even so, it was able to carry some 1,500 troops, 95 casualties, 650 POWs and 550 tons of cargo. 

The first of four Distinguished Flying Crosses for pilots flying the helicopter was awarded during the Falklands Conflict. Piloted by Squadron Leader Langworth on a night mission, the helicopter landed in the sea at around 100 knots. Spray from the impact flooded the engine intakes, but Langworth and his co-pilot managed to get the aircraft airborne once again. However, Bravo November suffered some fuselage damage along with a lost antenna and even the co-pilot's door when the crew considered bailing out of the ditched aircraft. Loss of the door meant the crew weren't able to navigate or communicate with ground forces, yet keep flying until the end of the conflict and received a replacement door from a captured Argentine Chinook.

The second DFC awarded was earned during the Iraq War, the aircraft being the first British helicopter to land Royal Marines ashore to size oil-pumping facilities before they could be destroyed by Iraq froces. Bravo November was flown by Squadron Leader Carr, who had to fly at 100ft or less with restricted visibility due to the dust kicked up by American armoured forces.

Third and fourth DFCs were awarded during the Afghanistan conflict. The first by Flight Lieutenant Wilson who remained on duty for a 24 hour period making frequent flights to ferry both reinforcements and wounded troops. Final DFC was awarded to Flight Lieutenant Fortune who received a head injury from a ricocheting bullet whilst attempting to land in a 'hot zone' whilst attempting to rescue wounded troops, the helicopter also received numerous hits. Fortune managed to stay in control of the aircraft and fly the injured soldiers back to base, though following day mechanics found that Bravo November's hydraulics had completely seized up.

Bravo November remains in service to this day and was the subject of an exhibit at the RAF Museum London. More info can be found *here*.

Stats

Size: 12; Handling: -2; Top Speed (MPH): 180; Toughness: 20 (2); Crew: 4+55
Notes: Helicopter; Weapons: 2x Med MGs (Fixed Left or Right), 1x Med MG (Fixed Rear)

Lucky: Bravo November has two Bennies for it's crew to use for any Piloting roll or to Soak Wounds against the aircraft.

Monday, 1 February 2021

February 2021: Frozen Skies Thoughts

There are times when the inspiration particle strikes and hit upon an idea whether something would work in a RPG project of mine, be it Frozen Skies or something else. In this instance it's a couple of things from Deadlands Lost Colony that I'd like to adapt for Frozen Skies. Whether I'll be able to include them in Frozen Skies remains to be seen, though I'll go over what they are regardless.


Gear & Availability

One of the things that I wish to do with the SWADE update for Frozen Skies is to reinforce the frontier feeling of the setting, part of which I feel can be addressed by adjusting prices of various pieces of gear. Revamping the currency and prices is on my list of changes to make, if anything to make it easier to adapt from other SW settings.

Something Lost Colony does is have gear rated for availability ranging from Common through to Very Rare. A Networking roll is used to find a particular item, this roll is modified by the item's availability and the modifier of the population size in a particular area. This means a Common item would be easy to find in one of the big and well-trafficked settlements, whilst a Very Rare item would be extremely difficult to track down in a remote mining camp. 

In Frozen Skies this would mean stuff like bolt-actions would tend to be rated as Common, whilst stuff like machine guns, etc would be edging more towards Rare territory. Would be interesting to see how this works in practice, though I'll see about releasing a stand-alone document with the availability added in for various items for folk to try out.

Adventure Generator

Frozen Skies' own Adventure Generator as it stands is something I'm not happy with, it certainly feels like it could do with a major overhaul. The one in Lost Colony would probably be what I'd go with, looking like it's more simpler to use and more efficient with how it generates an adventure.

You have three categories; Objective, Obstacle and Complication. You draw an Action Card for each one, the card's value determines the result whilst the suit could how the characters are drawn in or influence behind the Obstacle. Certainly heck of alot less in the way of tables and rolls than what currently exists for Frozen Skies.

EXAMPLE;

Objective: Ace of Diamonds - The characters find themselves in the middle of a battle whilst trying to make some money to keep their craft going and food on the table.

Obstacle: Seven of Hearts - The characters are competing against a rival group as a disease, or other health-related issue, come into play.

Complication: Six of Diamonds - Only non-lethal means are allowed either due to weapon laws or some hazard, though if the characters are willing to part with some hard-earned cash they may be able to resolve their troubles.

That certainly took alot less effort to do, the only real hard work is to string this into an adventure that works. Taking the above example this could be the characters running into a rival group in a bar where weapons aren't allowed and a brawl breaking out. Where's the bar? Perhaps in some mining settlement that the characters were delivering the medicine to, the brawl could've been started by a sick miner wanting to skip the queue or accidentally provoked somebody. Needing to replace some broken down parts, the crew had to take the job despite the outbreak but some of the payment could be loss being given as a bribe to appease the local authorities in the brawl's aftermath.

A few ideas, some of which could be expanded upon to round out the adventure even more. Certainly thinking this could be the way to go, though question remains whether I'll be able to adapt this for Frozen Skies.

What do you guys think?

Monday, 4 January 2021

January 2021: Through The Looking Glass

 New Year, new post.

Hopefully bit of an interesting read to start off 2021, namely some alternative takes on the setting of Frozen Skies. Some of these stem from ideas I've had over the years as I developed the setting, others were suggestions offered by folk who had come up with their own interpretations. All of these are pretty fair game for folk to use for their own version of Frozen Skies, though if there is overwhelming interest in a particular one I may see about developing it further.


Islands In The Smog

One of the very very early ideas (pre-2010) I had for what eventually ended up becoming Frozen Skies was floating islands in a void similar to Outland in World of Warcraft but alot more Steampunk in nature. Sundered Skies for Savage Worlds covers this niche pretty well, as does the Warbirds RPG, so it's gonna be tricky to be original here.

That said, if I was to do a version of Frozen Skies based on this concept it would be to have the world slowly drowning in a toxic smog. The survivors would be forced to build new settlements on the tops of mountains to try and stay above the smog, making air travel necessary as the sole means of getting about. Could work as an alternative history version where the Blast created the smog which has been getting larger ever since.

The Kurg

This stems from another early idea, probably right back when I first started designing my own RPG setting. It was basically this horde-like army called the Kurg that was overrunning large parts of the world, proving to be difficult to stop. I had envisioned the Kurg being from a militant society, possibly their own empire, that was set on world conquest. Ultimately this idea got shelved as the setting underwent various revisions until what became Darmonica finally emerged.

If I did the Kurg today in Frozen Skies I'd probably have them be an subterranean species (think something like the Locust Horde in Gears of War) who have captured parts of the surface world, again requiring a dependence on air travel for the surface dwellers. The focus would probably be more combatting the Kurg, attempting to re-claim the surface and perhaps even striking back against their subterranean lairs.

Then again I have teased another power in Darmonica residing in what is considered to be 'uncharted lands', could be the Kurg....

Alternative History

This is something that I've had folk suggest, either as how they've run their own games or comments on how 'real' I've made the world. Basic idea is an alternative version of North America, granted Alyeska is the old Russian name for Alaska so there is some merit. Could do this as either Alaska merging with Canada rather than joining the US or North America being under British control similar to Harry Turtledove's The Two Georges novel.

Real question would be what changed from our own world and timeline?

Downside would be alot of elements I've included in Frozen Skies wouldn't work and I feel this idea would be more restrictive creativity wise as it simply wouldn't be a blank canvas. Whilst alternative history is interesting, I feel there's only so much room you've got to work with.

~ ~ ~ ~ ~

Well, thats the different ideas I had. Let me know what you think.

Monday, 7 December 2020

December 2020: Flight of Mercy

We're coming to the end of an unprecedented year and entering what is a traditionally a time to share with loved ones and of gift giving in addition to spreading cheer and hope. This is going to be my last blog post of the year and the next one isn't likely to appear until mid-January, so in the spirit of gift giving I'm giving you lot an adventure for Frozen Skies. This is in part inspired by the 1925 Nome Serum Run, least to the point of a remote snowbound settlement requiring urgent supplies. Still, I hope the adventure provides a fun and interesting game for those that play it.


Trouble A-Brewing

It's winter and the so-called Shrouded Days are creeping ever southward, engulfing the northern most regions in a month or so long night. Some folk have already come south, though others remain to endure the darkness having stockpiled key supplies. Though disaster has struck the remote settlement of Windscale's Gap; a fire broke out and razed it's storehouse to the ground leaving the settlement critically short of supplies. A mercy flight was already dispatched, though a distress call was received from the aircraft before all contact was loss.

A second flight has been hastily arranged.

This is where the characters come in, contracted at short notice to attempt a second flight to Windscale's Gap to deliver urgently needed supplies before bad weather shuts down the air route. They can ask about the first flight and that contact with the aircraft was loss, along with it's rough co-ordinates, but what happened to the aircraft is unknown. If the characters decide to try and salvage some of the supplies from the first flight to help out the settlement, award them a bennie each.

For this adventure, unless they already have one, the characters are presumed to have a Beagle cargo plane with the following additions;

Medium MG (Fixed Left), Medium MG (Fixed Right), 2x Linked Medium MG (Pintle Rear)

Optional: The First Flight

If the characters decide to salvage supplies from the first flight, they can find the wreck with a raise on a Notice roll. Support rolls can be used if the players feel uncertain about their task, though feel free to give bonuses based on the amount of time they devote to the task though remind them they are against the clock. 

Once they have found the wreck, landing isn't an issue though there doesn't seem to be any signs of life. After they've landed and proceeded on foot to the wreck, roll a d6 and consult the table below;

1 - A pack of wulvers, one per character, attacks the party! (see Frozen Skies)

2-3 - d3 bears are drawn towards the wreck in search of food. (see SWADE)

4-5 - Pack of snow cats, one per every two characters, stalk the party. (see Frozen Skies)

6
- Survivors! Some of the plane's crew are alive but are in need of medical attention ( roll d3 for number of survivors, presume a Wound each).

Trying to investigate the cause of what happened to the first flight can be done either by asking the survivors (if any) or getting a raise on a Repair roll whilst inspecting the wreck. The cause appears to be engine failure, something backed up by the remains of the engines and lack of any obvious 'battle' damage.

Some of the supplies are thankfully still intact and can be moved to the character's own aircraft.

Troublesome Skies

Flying the skies of Alyeska isn't without it's risks and as such draw four cards from the Action Deck to determine if any Travel Encounters occur. Consult below for suggestions on how to do each Encounter type.

Spades - Enemies: This can be d6 sky pirates flying Trodai Fighters, presume d6 Piloting and Shooting along with the Rock and Roll! and Steady Hands Edges.

Hearts - Strangers: SWADE does a good job of covering this, though NPCs could offer help by pointing out the wreck of the first flight or providing a +1 bonus to Piloting (for the rest of the session) by tipping off the characters about conditions ahead.

Diamonds - Treasure: If the characters haven't decided to find the wreck of the first flight, they could stumble upon it by pure chance. If they decide to check it out, run it as per the Optional: First Flight entry detailed above.

Clubs - Obstacle: This could be a blizzard or storm that the characters inadvertently fly into. Run this has a Challenging Dramatic Task with the characters needing to get two tokens per character over three rounds. Piloting is the obvious skill to use here, along with Notice for whoever is supporting the pilot. For other characters they can use either Athletics, Repair and Strength to help keep the plane stable and flying by stopping cargo from being thrown about. Alternatively this could be done as a Quick Encounter with the suggested skills mentioned previously and a -2 penalty for the extreme conditions.

Final Destination

After a possibly harrowing flight depending on the players' luck, Windscale's Gap finally emerges as perhaps the most welcoming sight in the world. The settlement is little more than a collection of wooden buildings, though the burnt remains of the storehouse can be clearly seen amongst the banks of snow. Whilst they have reached their destination, the characters aren't quite out of the woods.

They've still got to land.

Windscale Gap's lacks an airstrip, instead having a clear field for aircraft to land which has couple of feet of snow. The weather is also closing in, meaning a -2 penalty on the three Piloting rolls needed to safely land. Support rolls in the form of Notice to spot dangerous patches of snow and Repair, if the aircraft had taken damage, can be made to help with the landing. Failure on each of the three Piloting rolls inflicts a Wound on the aircraft, though the pilot can forego the third roll to take-off and circle round for another try which will grant a +1 bonus to Piloting on the next landing attempt.

Once safely down on the ground the characters are warmly welcomed by the townsfolk, if the supplies from the first flight were recovered and handed over as well then the townsfolk throw a small party in the characters' honour.

Monday, 2 November 2020

November 2020: Skywright's Guild Revamp

This month's post was prompted in part by a rethink of the relationship between skyships and airships in Frozen Skies and in part by a suggestion by user MicaMoo on the Unofficial Savage Worlds Discord. Hopefully this will ultimately expand couple of aspects of the setting and give one or two things greater importance within the world. Overall, something that adds to the setting.

Masters of the Sky

I've already written about the Skywright's Guild, how I've stated that the Guild is the largest builder and operator of aero-vessels in Damonica. This is something I'm going to keep for the most part, though I'm making some changes in relation to the proposed changes to technology behind the skyships.

I'm looking at going with a device known as an Aero-Lift Engine (ALE) that derived from Ancient technology and is used to produce lift for skyships. Thinking the Guild managed to stumble upon an Ancient skyship and reverse-engineered some of it's technology in order to create the first ALEs, thus allowing the Guild to gain a huge edge in the aero-vessel market. Of course the Guild has a strong interest in keeping the ALEs origins a secret and so regularly scout out Ancient skyships and supply their own engineers to maintain ALEs on various skyships. This means whilst anyone can build a skyship, they must accept the fact that they have to lease an ALE from the Guild and have Guild staff on-board.

The Aero-Lift Engines work by vaporising grounded, high-grade glimmer-rock crystals and then driving an electrical current through the resultant gas (dubbed 'Glimgas') to produce a superior lifting capability. Though the process isn't fully understood even by the Guild itself, yet it has actively sought to sabotage efforts by other parties to create their own ALE.

Airships (or gasbags) use a mixture of conventional lifting gas and low-grade glimmer rock that's been ground to dust, though used high-grade Glimgas that's been collected by the Guild and sold as mid-grade is sometimes used. Because Glimgas (regardless of how it's produced) requires an electrical current, it is carried in separate gas cells to helium or hydrogen to reduce fire risk. Due to the poorer quality of this type of Glimgas and the prices charged by the Guild, it's generally used to give a boost to more conventional lifting gases. Those who can afford it, airships that solely use low-grade Glimgas have greater lifting capability compared to conventional gases but this still falls far short of what a skyship is capable of.

Having the monopoly on ALEs, simply due to being the sole supplier, the Guild has a presence in every nation save for the Iron Collective. Guild facilities are well guarded and shipments of ALEs to various aero-shipyards are done under heavy guard, typically the Guild's own aero-marines known as the Skyguard. The Skyguard also accompany Guild personnel on expeditions to crashed Ancient skyships that have been discovered or protect ALEs and have orders to destroy them to protect the Guild's secrets.

When the Iron Collective was first formed, the Guild reluctantly had as many of it's facilities as it could within the former Holy Sodkan Empire destroyed, though one or two facilities are suspected to have fallen into the Collective's hands. To this end, the Guild has been the most vocal about combating the Collective and has gained the support of Sodkan exiles. There are rumours that the Guild has a special Skyguard unit that is sent on raids into the Collective to hinder it's aero-vessel construction capability.

Monday, 26 October 2020

Halloween 2020 Special: Last Town Before The White

 Welcome to Utherwald's Halloween 2020 Special.

This week's blog post is an adventure for Frozen Skies with bit of a horror theme, the basic aim is for a Halloween one shot though could still be inserted into a campaign. If this is received well I'll try to do more themed adventures, possibly for Frozen Skies or for other adventures.


Adventure Background

Weyland Station is a small, remote coastal settlement located in the far frigid north of Alyeska beyond the Monolith. The settlement was founded as a whaling station, though that was a venture that didn't pan out and these days the settlement is home to a handful of ice fishermen and their families. There is a small airstrip to allow the settlement to maintain contact without the outside world via aircraft, but also allows the Royal Aero-Fleet to maintain a small weather station during the summer months.

The settlement's remote location and relative isolation made it a target of the Wulfen Brethren for one of their nefarious experiments. The Brethren view the Wulvers as nature's ultimate form and the true masters of the world, so they've done what they can to allow the Wulvers to dominate Alyeska. Part of this involves the use of experimental chemical mixtures designed to try and turn humans into the savage beasts. Weyland Station was their latest test site.

As for the characters' involvement, there are a few options.

*A Cry For Help; The characters could receive a call for help which could be from the weather station, townsfolk or even somebody they know.

*Courier; Could be that the characters make a delivery to Weyland Station, supplies for the settlement or the RAF weather station. On the flip side, they could be heading to the settlement to pick something up.

*Random Chance; Another option is that the characters stumble upon Weyland Station, either because they got lost, diverting because of bad weather or they've been in a dogfight and it's the closest place to put down for repairs.

Whatever the reason for the characters to wind up in Weyland Station, emphasis how remote it is and give scant details for a Common Knowledge roll.

Welcome to Weyland Station

The characters should radio the settlement on approach, though they'll receive no response to their calls. Likewise, if they're answering to a distress call they'll find that the message is on repeat. First glimpse of the settlement reveals a cluster of snow-bound buildings close to what appears to be an airstrip with a couple of small aircraft, other than a few electric lights shining through windows there are no signs of life. 

Once the characters land, nobody seems to come out to greet them and on closer inspection they find that the two aircraft appear to have been deliberately damaged (Repair roll at -2 to determine this). At this time a heavy fog rolls in, drastically reducing visibility (-4 penalty for Dark) and making it extremely unsafe to fly. The characters are effectively grounded for a few hours in what seems to be a ghost town, though there are signs to suggest that it was recently inhabited. 

Moving through the town and checking out the various buildings they'll find signs that something happened like smashed windows, gigantic claw marks and large holes ripped in walls. Call for Notice rolls and tell those who get a raise that they see something moving in the fog, just a large shape and no details. After this describe the characters hearing strange, beast-like cries out in the freezing fog and that something heavy lands on and moves about the roof of whatever building they happen to be in. Emphasis the walls creaking under the weight and perhaps the building sagging slightly as it struggles to cope.

Then launch the attack.

The creatures, in this instance mutated human-wulver hybrids, will charge out of the fog making a beeline for the characters. Due to the sudden attack from the fog and the hideous appearance of the creatures, have the characters roll a Fear check at -4. There are two of the creatures per each character and they will attack relentlessly until one side or the other is wiped out. 

If the characters survive, they'll be able to fly out once the fog lifts but play up the tension and tease a possible second attack. If you wish to expand this into a much longer game, perhaps have the characters find vials or other pieces of equipment related to chemistry which could be turned over to the authorities. A maker's mark on the equipment will be the start of a trail that leads to the Wulfen Brethren and their insidious plots.

The Creatures

The creatures are human-wulver hybrids, a hideous combination of the two. The features on the creatures will vary alot, some may have more human facial features or something more wolf-like. Sames goes for the rest of their bodies, leaving most misshapen looking.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d10, Intimidation d10, Notice d12, Stealth d10, Survival d10
Pace: 8; Parry: 9, Toughness: 7

Edges: -

Special Abilities
• Bite: Str+d6

• Claws: Str+d8

• Infravision

• Resilient

Monday, 5 October 2020

State of the Press October 2020

 Tis been a while since I've posted an update on what's happening with Utherwald Press, especially with the year that 2020 has turned out to be. There is some Frozen Skies news that goes hand-in-hand with some personal, behind the scenes development that'll be of interest to folk. 


The Year That Was

So this year has been dominated by Covid-19, something that looks set to affect our lives going forwards. Here in the UK we endured a national lockdown for close to five months and may soon face a second lockdown as we head into winter. For me, I still had work to go to as my main job was considered an essential service and only in the past few days has my second job started back up (busy busy man).

So how has it effected Utherwald?

Covid has effected things in a couple of ways. First, work has been suspended for the time being on my Keep The Home Fires Burning setting as it's set during the height of the Spanish Flu it seemed to be in bad taste to post about it given the current global situation. It is a setting that I'd like to resume work on, though perhaps down the line a fair bit.

The second effect has been conventions being cancelled, meaning less chances to promote Frozen Skies and make some sales. Online sales via DriveThruRPG have been ticking over, though Utherwald is really more of a hobby compared to my main employment. Ironically, no conventions has meant no real expenses.

In short, I've managed to get by comfortably.

But I'm still trapped in the same problem of lacking the funds to get Frozen Skies updated and released for SWADE, so work has been plodding along with regards to Frozen Skies. With things still being uncertain, I'm not sure how viable crowdfunding is right now.

Covid has put the spanner in some personal plans, meaning some things for me are currently on hold. Partially because of this I am currently working on trying to join the real life RAF, something that will mean Utherwald being put on the backburner for a bit but at the same time I'll be in a better position when I come back to it. 

Course this will probably mean 2022 before Frozen Skies gets properly released under SWADE, though least hopefully I'll be able to cover the cost of getting it done. 

 In the meantime? 

I'm mulling the idea of perhaps releasing a draft version of the SWADE Frozen Skies, it'll give something for people to work with and hopefully get some feedback before finalising the end product. We'll have to see how that works out.

Monday, 7 September 2020

September 2020: Banshee Down

So in last month's post I promised that the follow-on post would be an adventure.

And so here we are, an adventure involving the pirate gang known as the Banshees. It is a standalone adventure that can easily be fitted into an ongoing campaign or serve equally well as a one-shot, though the main focus is air combat which is something to be taken into consideration. Depending how well this does, I'll certainly consider doing more content along similar lines either in the form of a series of linked adventures or more updated character stats and companion adventure.

Banshee Down

Scenario

The setup for this adventure is pretty simple; It starts with the assumption that the characters are travelling in a sizeable aircraft of some description (cargo plane or airship) over the wilderness of Alyeska.

Call for a Notice roll for the characters and those that pass will see a column of smoke on the horizon, though those with a d6 or more in Piloting could possibly recognise it as coming from a recently crashed plane. Presuming the character go check it out they will find a fighter craft billowing smoke and the pilot still sat in the cockpit but unconscious. Anyone checking the aircraft for insignia will find the picture of a screaming female wraith or ghost, a Common Knowledge roll (those with connections to or knowledge of sky pirates will get a +2 on this) will reveal that the aircraft and pilot most likely belong to the Banshees pirate outfit.

Pilot herself could simply be a normal pilot of the outfit or even Natasha herself depending on the GM's choice.

The characters have a few options on how to proceed here;

*Morally dubious characters would simply leave the pilot and salvage what they can of the plane. This will, without a doubt, make them enemies of the Banshees should they find out.

*Righteous characters will realise that the pilot is a wanted criminal and therefore take her to the nearest settlement of a decent size and hand her over to the law. Going with this option will incur the wrath of the rest of the Banshees who arrive to rescue their downed pilot, the characters could hand her over at this point or try and make a run for it leading to a Chase or running air battle. Obviously handing the pilot over could make the Banshees more friendly in the future, making it a run for it will make them enemies of the characters.

*Charitable characters, even realising that the pilot is a wanted criminal, could try to return her to her outfit or take her to the nearest hospital. This option will involve a Chase, but this time the opponents are regular sky pirates flying Kestrel fighters (see the Frozen Skies Black Ice Update for SWADE). Going with this option could allow the Banshee pilot to help out the characters as an extra gunner, a pilot or simply do Support rolls. Of course, picking this option will certainly make the Banshees more inclined to be friendly...perhaps even come to the character's aid if they're really struggling.

And there you have it, a nice and simple adventure that's straightforward enough to run and will hopefully provide plenty of fun. Though feedback and suggestions are most welcomed.

Until next time folks, watch yer six!

Monday, 3 August 2020

August 2020: Banshee's Wail

OK, something a little different this month.

This is going to be a two-parter, this post in particular features updated stats for the all-female Banshees sky pirate gang. The follow-on post will hopefully be an adventure centered round them, perhaps a one sheet style adventure or perhaps something longer. Depending on how popular this is, I may see about doing more of this sort of thing.


Banshee Sky Pirate

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Language (Native) d8, Notice d6+2, Persuasion d6+1, Piloting d8, Shooting d8, Stealth d6, Taunt d6, Thievery d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Greedy, Loyal, Wanted (Major)
Edges: Ace, Alertness, Attractive, Pilot's Instincts, Quick, Rock and Roll!
Gear: Knives, clubs, pistols or SMGs.

Natasha's Agility, Smarts and Piloting all increase one die. In addition she gains the Ace Gunner, Command and Danger Sense edges.

Banshee Plane

Top Speed: 310 MPH; Toughness: 12 (3); Crew: 1; Climb: 15; Handling: +1; Size: 6 (Large); Notes: Improved Gunsight
Weapons: x4 Heavy MGs (Fixed Forward, Linked)
Special - Banshees' Cry: When doing an Intimidation based test against an enemy pilot, add +2 on the roll.