Dive into the Sky: Difference between revisions
No edit summary |
No edit summary |
||
Line 35: | Line 35: | ||
===Archetypes=== | ===Archetypes=== | ||
Each character has two archetypes: an Ace Style, which determines how they gain Ace Points, and a general character archetype which determines how they | Each character has two archetypes: an Ace Style, which determines how they gain Ace Points, and a general character archetype which determines how they relate to other people.. Both archetypes say something about how the character tends to behave. Select one of each that appeals to you.<br> | ||
Ace Styles:<br> | Ace Styles:<br> | ||
Line 57: | Line 57: | ||
9. Prankster: You enjoy joking around. Specifically, playing practical jokes on your peers. You're also the sort who'd buzz the control tower.<br> | 9. Prankster: You enjoy joking around. Specifically, playing practical jokes on your peers. You're also the sort who'd buzz the control tower.<br> | ||
10. Early Test Subject: (requires Veteran) You were one of the first test pilots in the program, and the early mind-impulse links required some rather drastic modifications that have changed your personality considerably.<br> | 10. Early Test Subject: (requires Veteran) You were one of the first test pilots in the program, and the early mind-impulse links required some rather drastic modifications that have changed your personality considerably.<br> | ||
===Rüstungsflugzeug=== | ===Rüstungsflugzeug=== | ||
Rüstungsflugzeug (Armed Aircraft) V is the project name of Gründer Industries' 5th Generation Fighter Program, but is a cover for the Rüstungsflugzeug (Aircraft Armour) Program which the PCs are in.<br> | Rüstungsflugzeug (Armed Aircraft) V is the project name of Gründer Industries' 5th Generation Fighter Program, but it is actually a cover for the Rüstungsflugzeug (Aircraft Armour) Program which the PCs are in.<br> | ||
RFs are highly modular powered exoskeletons controlled by mind-impulse links capable of air maneuvers at least equal to modern high performance fighters. How they are capable of this is a closely guarded secret.<br> | RFs are highly modular powered exoskeletons controlled by mind-impulse links capable of air maneuvers at least equal to modern high performance fighters. How they are capable of this is a closely guarded secret.<br> | ||
Line 66: | Line 65: | ||
====Variants==== | ====Variants==== | ||
The RF is intented to be the future of air combat, and G.I. has several parallel prototype models with slightly differing design concepts. All are capable of air to air and air to ground combat, but some have shown an affinity for specific roles. Characters choose an RF at the start, | The RF is intented to be the future of air combat, and G.I. has several parallel prototype models with slightly differing design concepts. All are capable of air to air and air to ground combat, but some have shown an affinity for specific roles. Characters choose an RF at the start, which can be "upgraded" as the character is more attuned to the RF, and as tweaks are made to improve performance.<br> | ||
'''RFX-10''' (Attacker)<br> | '''RFX-10''' (Attacker)<br> | ||
One of the first combat capable RF designed, it has proved to be the most rugged and controllable at low altitudes and speeds, making it ideal for air to ground work.<br> | One of the first combat capable RF designed, it has proved to be the most rugged and controllable at low altitudes and speeds, making it ideal for air to ground work.<br> | ||
Starting Affinities:<br> | |||
Air to Ground Specialization<br> | Air to Ground Specialization II<br> | ||
Defensive Construction | Defensive Construction I<br> | ||
Wingman Support:<br> | |||
Air to Ground Coordination I<br> | |||
Active Bonus<br> | Active Bonus<br> | ||
Line 90: | Line 89: | ||
Type Affinities:<br> | Type Affinities:<br> | ||
Adaptable Modifications<br> | Adaptable Modifications I<br> | ||
Perseverance<br> | Perseverance I<br> | ||
Defensive Construction | Defensive Construction I<br> | ||
Wingman Support:<br> | |||
Sky Eye I<br> | |||
Active Bonus<br> | Active Bonus<br> | ||
Line 110: | Line 109: | ||
Type Affinities:<br> | Type Affinities:<br> | ||
Enhanced Thrust<br> | Enhanced Thrust II<br> | ||
Air to Air Specialization | Air to Air Specialization I<br> | ||
Wingman Support:<br> | |||
Fleet of Wing I<br> | |||
Active Bonus<br> | Active Bonus<br> | ||
Line 125: | Line 124: | ||
'''RFX-27''' (Multirole) | '''RFX-27''' (Multirole) | ||
The RFX-27 is a remarkably balanced design, it is highly maneuverable, fast and with a fairly large payload.<br> | The RFX-27 is a remarkably balanced design, it is highly maneuverable, fast and with a fairly large payload, making it a jack of all trades.<br> | ||
Type Affinities:<br> | Type Affinities:<br> | ||
Choose up to three Affinities, level is capped at II<br> | |||
At the start of each session, you may change one Affinity point<br> | |||
Wingman Support:<br> | |||
Formation Flight I<br> | |||
Active bonus<br> | Active bonus<br> | ||
Line 143: | Line 142: | ||
'''RFX-15E''' (Strike)<br> | '''RFX-15E''' (Strike)<br> | ||
The RFX-15 is monstrous compared to the other RFs, boasting a large payload, long range, and the powerful engines needed to keep it aloft. The E variant has a ground attack focus, and has precious internal space dedicated to targeting pods and terrain following sensors.<br> | |||
Type Affinities:<br> | |||
Adaptable Modifications I<br> | |||
Air to Ground Specialization I<br> | |||
Air to Air Specialization I<br> | |||
Wingman Support:<br> | |||
Adaptive Communications I<br> | |||
Active Bonus<br> | |||
* Precision Strike- Once per engagement during a successful attack on an air, ground or sea based target you may choose to activate Precision Strike. Your attack was so squarely on the money you’ve done more damage than you realized. Add the number of your wits dice (not a check) and any applicable wits bonuses to the stress damage caused.<br> | |||
Wingman Active Bonus<br> | |||
* Strike Hard and Fast- Once per engagement you may assist your wingman during their engagement phase in attacking any target by providing an almost random, yet precise and well thought out flurry of maneuvers or attacks. Make a wits check without any wits bonuses; add your highest single dice result or the highest straight (Two 6’s or 3 5’s etc) to their attack check.<br> | |||
'''RFX-31''' (Superiority)<br> | '''RFX-31''' (Superiority)<br> | ||
The latest and most expensive design, the RFX-31 is made to out-fly anything else in the sky before shooting it down.<br> | |||
Type Affinities:<br> | |||
Air to Air Focus I<br> | |||
Thrust Vectoring I<br> | |||
Stealth I<br> | |||
Wingman Support:<br> | |||
Daredevil Tactics<br> | |||
Active Bonus<br> | |||
* All or Nothing- Once per engagement you can declare you are going for All or Nothing. You’re unleashing everything you have in a quick orgy of destruction in hopes of gunning down as many aircraft as possible. Make a wits check, for every 4, 5 or 6 result add a dice to you attack dice pool. You may focus or split this pool amongst targets. If you fail to get any 4, 5 or 6 results All or Nothing refreshes.<br> | |||
Wingman Active Bonus<br> | |||
* Protective Joust- Once per engagement you can assist your wingman in any defensive check they make when under attack, before or after the roll. You dive into a position in front of your wingman, passing by him. Make a contested attack check against the enemy’s attack check. Reduce the enemy’s result by your result. If your result happens to be greater than the enemy’s you cause half the successful difference in result in stress damage. If his result is greater you take half the failed difference in result in stress damage.<br> | |||
'''RFX-4G''' (Wild Weasel)<br> | '''RFX-4G''' (Wild Weasel)<br> | ||
A modification of an early design, the RFX-4 is tough and maneuverable at the cost of a small payload. The G variant includes a sophisticated electronic warfare suite.<br> | |||
Type Affinities<br> | |||
Thrust Vectoring I<br> | |||
Adaptive Modifications I<br> | |||
Perseverance I<br> | |||
Wingman Support:<br> | |||
Encouraging Presence I<br> | |||
Active Bonus<br> | |||
Full Lock- Once per engagement you can choose to Full Lock two or one air, land or sea based targets. Utilizing all the data you gained from enemy attacks you’ve pinpointed exactly where you need to strike for maximum effect. Pick a second attribute other than Attack. Make an attack check and your second attribute check as two separate attacks adding whatever bonuses may apply.<br> | |||
Wingman Active Bonus<br> | |||
* Trash the Shot- Once per engagement you can assist your wingman if he has been successfully hit by any attack. By forcing yourself in the way of the shot for a few moments, you protect your ally from harm whilst ruining the enemy’s perfect shot. Your wingman gains the successful effects of Perseverance III and the enemy suffers the half of the stress damage that was reduced.<br> | |||
====Affinities==== | ====Affinities==== | ||
''''Suggestions Appreciated'''' | |||
In this section is a small list of bonuses ranging from Rank I to Rank III. Multi-role fighters or characters are suggested to look through the list and picked whatever bonuses they like the look of.<br> | |||
All Ranks are expected to hit up to level V as work continues onwards on an experience system to reward players with a form of advancement for continuous gaming and breast groping in hot springs.<br> | |||
Passive bonuses stack with any wingman passive bonuses that are affecting you or any other effects that are affecting you unless otherwise stated in Active Bonus effects.<br> | |||
Adaptable Modifications:<br> | |||
Adaptable Modifications provides a base bonus to all Wits checks. Adaptable Modifications is represented in the form of variable wings like those seen on the F-14 Tomcat, electronic equip with adjustable outputs and inputs, a somewhat transformable airframe or in the case of characters the ability to keep their eye on the wider picture, keep track of all objectives or just a general overdose on coffee.<br> | |||
* Rank I- +1 Bonus to all Wits checks.<br> | |||
* Rank II- +2 Bonus to all Wits checks<br> | |||
* Rank III- +3 Bonus to all Wits checks. <br> | |||
Air to Air Specialization:<br> | |||
Air to Air Specialization provides a base bonus to all Attack checks associated to any air based target, be they planes, flying castles or dragons and shit. Air to Air Specialization takes the form of improved missile payloads, advanced locking and tracking systems, custom weaponry or in the case of characters themselves just a preferred preference or training towards taking down enemy aircraft.<br> | |||
* Rank I- +1 Bonus to all Attack checks designated on air based targets.<br> | |||
* Rank II- +2 Bonus to all Attack checks designated on air based targets.<br> | |||
* Rank III- +3 Bonus to all Attack checks designated on air based targets. <br> | |||
Air to Ground Specialization:<br> | |||
Air to Ground Specialization provides a base bonus to all Attack checks associated to any ground or seas based targets, be they tanks, not so flying castles or scuba diving T-Rexes and shit. Air to Ground Specialization takes the form of additional cluster bombs equipped to the air frame, anti ship missiles, bunker busters or in the case of characters themselves the ability to discern where to drop their bombs with the most effect or training towards attacking targets on the ground.<br> | |||
* Rank I- +1 Bonus to all Attack checks designated on land or sea based targets.<br> | |||
* Rank II- +2 Bonus to all Attack checks designated on land or sea based targets.<br> | |||
* Rank III- +3 Bonus to all Attack checks designated on land or sea based targets. <br> | |||
Defensive Construction:<br> | |||
Defensive Construction provides a base bonus to all Defense checks. Defensive Construction takes the form of hand held shields characters carry into battle with them, additional armor plating in vital areas (obviously not over cleavage), a heavier airframe than usual or in the case of characters themselves sheer tenacity, the ability to roll with explosions to lessen impact damage or lyrical magical bullshit.<br> | |||
* Rank I- +1 Bonus to all Defense checks.<br> | |||
* Rank II- +2 Bonus to all Defense checks. <br> | |||
* Rank III- +3 Bonus to all Defense checks. <br> | |||
Enhanced Thrust:<br> | |||
Enhanced Thrust provides a base bonus to all Speed checks. Enhanced Thrust is represented by engines that have been souped up to provide an incredible max speed, a high rate of climb, airframe designs that have almost no air resistance or in the case of characters a pilot that’s capable of judging air currents to their advantage, utilize gravitational pull to gain a few extra seconds or the ability to realize when to get the hell out of hairy situation.<br> | |||
* Rank I- +1 to all Speed checks.<br> | |||
* Rank II- +2 to all Speed checks.<br> | |||
* Rank III- +3 to all Speed checks. <br> | |||
Perseverance:<br> | |||
Perseverance provides a form of damage soak that activates when certain conditions are met. Perseverance is more a state of mind than something that can be represented physically but it can be done so in the form of mechanical construction that makes the aircraft itself capable of flight in even the worst of conditions. Character wise it can easily be represented by the hotblooded pilot who pushes his unit far beyond the norm to the chagrin of mechanics or even crazier lyrical magical bullshit.<br> | |||
* Rank I- Reduce stress damage by half on a D6 roll of 6. Always round up.<br> | |||
* Rank II- Reduce stress damage by half on a D6 roll of 6 or 5. Always round up.<br> | |||
* Rank III- Reduce stress damage by half on a D6 roll of 6 or 5. If damage expends a Hit on a D6 roll of 6 you remain at 1 stress and do not lose the Hit. <br> | |||
Stealth Technology:<br> | |||
Stealth Technology provides a variety of bonuses as rank progresses. Stealth technology can be represented in a vast number of ways, most commonly at can simply be airframe design that gives off almost no signal on radar, to actual light camouflage, anti-missile chaff or in the case of characters the ability to remain almost incognito in the sky using cloud banks as cover or to remain in a heightened state of radio silence without yammering away.<br> | |||
* Rank I- +1 to all Mobility checks associated with defense.<br> | |||
* Rank II- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative.<br> | |||
* Rank III- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative, +1 to Speed checks associated with interception. <br> | |||
Thrust Vectoring:<br> | |||
Thrust Vectoring provides a base bonus to all Mobility checks. Thrust Vectoring is represented by…well…Thrust Vectoring. It can also be represented by an unstable airframe that twists and turns just by flying, a light construction that is quick and nimble or in the case of characters a daredevil pilot that loves to conduct high-g turns, a vast expanse of knowledge with maneuvers or sheer willing and shouting at the plane to turn.<br> | |||
* Rank I- +1 to all Mobility checks.<br> | |||
* Rank II- +2 to all Mobility checks.<br> | |||
* Rank III- +3 to all Mobility checks. <br> | |||
====Wingman Support==== | |||
''Gonna try something like Social Links that'll determine the level of Wingman Support. Whaddaya think?''<br> | |||
===Game Mechanics=== | ===Game Mechanics=== | ||
Line 163: | Line 287: | ||
● Continue extrapolating as necessary.<br> | ● Continue extrapolating as necessary.<br> | ||
====Ace | ====Ace Points==== | ||
Characters can earn Ace Points by playing to their archetype. Ace Points are earned by behaving in manners consistent with a character's Ace Style or by doing something particularly impressive, without the use of Ace Points to aid the action. Characters also earn one ace point for each enemy aircraft downed. Players gain one Ace point at the start of every session, and can have a maximum of 10 at any one time.<br> | |||
Characters can earn Ace | |||
Only one Ace Point my be spent by a character in a given turn, although they may spend more than one Friendship Point, but only to assist different allies.<br> | Only one Ace Point my be spent by a character in a given turn, although they may spend more than one Friendship Point, but only to assist different allies.<br> | ||
Line 175: | Line 297: | ||
● Muck with the narrative. This might require GM approval, but a player may spend an ace point to declare an interesting moment of coincidence to make things more interesting or beneficial to their character.<br> | ● Muck with the narrative. This might require GM approval, but a player may spend an ace point to declare an interesting moment of coincidence to make things more interesting or beneficial to their character.<br> | ||
Whenever Ace Points are spent on a roll, things become instantly awesome. Whether the result is a success or failure, it must be described in a more dramatic or impressive way.<br> | Whenever Ace Points are spent on a roll, things become instantly awesome. Whether the result is a success or failure, it must be described in a more dramatic or impressive way.<br> | ||
====Combat==== | ====Combat==== |
Revision as of 09:02, 10 April 2011
Introduction
The Principality of Belka has stood unbowed and unconquered for all of its five centuries of existence. In the last few decades it has withstood the impact of the Ulysses asteroid and the Hofstadter uprising, only to rise even stronger than before. Through these turbulent times and all of those that preceded them, Belka’s Knights have risen to the challenge of defending it from opportunistic foreigners and from those who would try to break it from within. Today they stand ever ready to destroy Belka’s enemies be they foreign or domestic; they stand as a flaming sword in the righteous cause of national survival.
You are an Ordinary Belkan High School Student. Or perhaps not so ordinary. You have scored well in aptitude tests and show promise in your rudimentary pilot training. One day, a representative of Gründer Industries, Belka's largest defence conglomerate with close ties to the Knights approaches you with an unprecedented offer: Join a top secret program for the duration of your service and you stand a good chance of joining the Knights themselves...
Concept
Ace Combat meets Strike Witches/Sky Girls/Infinite Stratos
Rules
(Source: http://1d4chan.org/wiki/Dive_into_the_Sky) Published here to make it more accessible, note that this is still very much a WIP system) Incorporation of Wings United is still forthcoming.
Character Creation
Stats
Characters are defined by a number of stats, which determine different aspects of their performance.
The stats and their basic descriptions are:
● Attack: A character's ability to engage enemy targets. Covers attacking with weapons, and acquiring targets at range. Doesn't care whether they're ground or air targets.
● Mobility: A character's overall agility. Covers the ability to make sharp turns, stop suddenly, and otherwise maneuver on the air, as well as general coordination and agility.
● Wits: Measures a character's ability to think on their feet. Covers things like outsmarting an enemy with some creative trick, convincing people to do what you want, solving all the math that's technically involved in flying, and other feats of mental agility.
● Speed: How fast you can move. Roll this for outrunning or chasing down enemies, making quick flybys (and buzzing the control tower), rushing from place to place, or for reacting really quickly to a surprise or event.
● Defence: Your shields and general defensive ability. Can be used as a last-ditch to stop damage, block with a melee weapon, or stop some projectiles.
Each stat starts at 1 and is capped at 5. You have 9 points to distribute among them.
● Stress: How well you can withstand the strains of combat. Add your Mobility, Wits and Defence scores and multiply them by two to derive this value.
● Hits: Your damage absoption capability, everyone starts with two hits.
Archetypes
Each character has two archetypes: an Ace Style, which determines how they gain Ace Points, and a general character archetype which determines how they relate to other people.. Both archetypes say something about how the character tends to behave. Select one of each that appeals to you.
Ace Styles:
1. Knight: You live for honor and pride. You might have a personal code of honor, or refuse to attack disabled enemies or targets that can't fight back.
2. Soldier: You can read the tide of battle. You're a consummate soldier who knows when you must put mission above all else.
3. Bloodthirsty: You actively seek the death of your enemies. Maybe the Allies killed your parents, maybe the government propaganda machine worked a bit too well, maybe you just like killing people, but you always want to destroy every single enemy you see.
4. Cool: You always keep a cool head, especially in combat. This doesn't mean you're emotionless, just that you're level-headed and your emotions rarely get the better of you.
5. Hotblooded: You burn with passion. You're impulsive, and tend to shoot first and ask questions later, or fly in at full speed with a rebel yell, no matter the odds.
6. Top Gun: You're smooth, skilled, and can turn the tide of battle single-handedly. Allies tend to respect you and enemies tend to fear you. Maybe this has gone to your head, and you're arrogant, or tend to show off, or maybe you're humble about your achievements.
7. Veteran: You were recruited for the program from a young age, and you have considerable experience with RFs and you know all their quirks, which you use to your advantage. You start with three Attunments of your choice, but the rate at which you gain Ace Points is halved. You could take your seniority seriously and demand the respect you're due, or you could be more of a mentor instead.
Character Archetypes:
1. Tsundere: You're a bit unsure of your own feelings, and tend to have trouble expressing yourself. This tends to result in treating even people you like rather harshly. Maybe you take time to warm up to other people, or maybe you're just in denial.
2. Bottle Fairy: You're fun-loving, like to party, and if you're old enough, you like to drink, too. You tend to be cheerful and enjoy being around cheerful people. Probably, you'll try to cheer others up. Might be a bit of a prankster or a tease.
3. Heroine: A rather straight-up protagonist type. Earnest, maybe a bit of an idealist. Maybe a bit headstrong, too.
4. Older sister: Whether or not you actually have a younger sibling, you act like you do. Either you're a “big sis” for other members on your team, or you really do have a younger sibling somewhere. If you actually have a relative, they could be anywhere from another PC (if their player agrees), to a civilian living nearby, to dead.
5. Mentor: You tend to like taking other people under your wing. You sort of help and teach others, either by example, or by giving them training.
6. Sexy: You're attractive, and you know it. Whether this means flaunting natural charms, or just acting a certain way is up to you.
7. Bravado: You're boisterous, loud, and boastful. You tend to enjoy yourself and probably get along with anyone else who does the same. You're often informal, possibly to the chagrin of your more military-minded peers.
8. Rookie: You're fresh meat. You probably only joined recently, and may be unsure of yourself. Or, maybe you're full of naive ideals and other such notions your older peers may frown upon.
9. Prankster: You enjoy joking around. Specifically, playing practical jokes on your peers. You're also the sort who'd buzz the control tower.
10. Early Test Subject: (requires Veteran) You were one of the first test pilots in the program, and the early mind-impulse links required some rather drastic modifications that have changed your personality considerably.
Rüstungsflugzeug
Rüstungsflugzeug (Armed Aircraft) V is the project name of Gründer Industries' 5th Generation Fighter Program, but it is actually a cover for the Rüstungsflugzeug (Aircraft Armour) Program which the PCs are in.
RFs are highly modular powered exoskeletons controlled by mind-impulse links capable of air maneuvers at least equal to modern high performance fighters. How they are capable of this is a closely guarded secret.
Variants
The RF is intented to be the future of air combat, and G.I. has several parallel prototype models with slightly differing design concepts. All are capable of air to air and air to ground combat, but some have shown an affinity for specific roles. Characters choose an RF at the start, which can be "upgraded" as the character is more attuned to the RF, and as tweaks are made to improve performance.
RFX-10 (Attacker)
One of the first combat capable RF designed, it has proved to be the most rugged and controllable at low altitudes and speeds, making it ideal for air to ground work.
Starting Affinities:
Air to Ground Specialization II
Defensive Construction I
Wingman Support:
Air to Ground Coordination I
Active Bonus
- Saturation Bombing- Once per engagement you may engage in an all out air to ground assault. You may attack three ground targets in quick succession as long as they are within a suitable range of each other (use common sense for this). Designate an order of attack and roll a single attack result. The first target must defend against your full result, the second must defend against your full result minus the lowest dice, and the final target must defend against your full result minus the two lowest dice. Failure to hit any target results in Saturation Bombing refreshing.
Wingman Active Bonus
- Above and Below- Once per engagement you may assist your wingman during their engagement phase in attacking an air based target by providing some close air support of a special kind. Roll a defense check without defense bonuses and add half of the result to your wingman’s attack check rounded down.
RFX-6B (Electronic Support, Early Warning and Control)
Originally designed for easy "black box" electronics and avionics replacement, the expanded electronics bays of the RFX-6 variant gives it more room for sensors, jammers and other
Type Affinities:
Adaptable Modifications I
Perseverance I
Defensive Construction I
Wingman Support:
Sky Eye I
Active Bonus
- Able Steeds- Once per engagement turn you can adjust a single wing’s, be it allied or hostile, standing in the initiative table up or down a single spot. Advanced sensors and a direct link to command allow you to adjust the flight plan on the fly.
- How it’s Done- Once per engagement you can show everyone how it’s meant to be done on either a defensive or attack check. Convert any and all bonuses currently effecting you into a bonus that will effect the check, this includes any passive bonuses not effecting the check, any wingman bonuses not effecting the check or any extra external additions to the check.
Wingman Active Bonus
- Digital Battlefield- Once per engagement at the beginning of your engagement turn you may chose to make the combat zone a Digital Battlefield. You feed every allied unit information pertaining to enemy positions and provide leadership of unparalleled skill. For all friendly units' next engagement turn they receive a +3 bonus to all checks, defensive, attack or just general checks.
RFX-25 (Interceptor)
An updated version of the original speed test prototype, this RF has the most powerful engines by far.
Type Affinities:
Enhanced Thrust II
Air to Air Specialization I
Wingman Support:
Fleet of Wing I
Active Bonus
- Run Down- Once per engagement you can declare you’re running an air based target down. You chase down the target at maximum speed with the intent of taking them apart, twice if you have to. Make a contested speed roll against the enemy target. If successful you may make a second attack on the target with half your attack dice pool and half your speed check success difference as a bonus.
Wingman Active Bonus
- Sound Barrier- Once per engagement you can assist your wingman in any defensive check they make when under attack, before or after the roll. You hit your afterburners to maximum power and swoop by the enemy blasting them with a sonic boom. Make a contested mobility check. If successful the enemy attack automatically fails and takes half your defense check worth of stress damage.
RFX-27 (Multirole)
The RFX-27 is a remarkably balanced design, it is highly maneuverable, fast and with a fairly large payload, making it a jack of all trades.
Type Affinities:
Choose up to three Affinities, level is capped at II
At the start of each session, you may change one Affinity point
Wingman Support:
Formation Flight I
Active bonus
- Tide of Battle- Once per engagement you may substitute any of your skill checks with a skill of any choice, even if it just happens to not make sense. Your ability to read the tide of battle has resulted in you seeing the flow of warfare as it is, malleable and fluid that can change with just the right kind of intervention.
Wingman Active Bonus
- Wings as One- Once per engagement you can assist your wingman during their engagement phase in any means possible. By sticking to your wingman like glue you offer them a second chance in whatever they attempt to do. Roll the exact same check as they do whilst applying bonuses and pick the highest result of the two.
RFX-15E (Strike)
The RFX-15 is monstrous compared to the other RFs, boasting a large payload, long range, and the powerful engines needed to keep it aloft. The E variant has a ground attack focus, and has precious internal space dedicated to targeting pods and terrain following sensors.
Type Affinities:
Adaptable Modifications I
Air to Ground Specialization I
Air to Air Specialization I
Wingman Support:
Adaptive Communications I
Active Bonus
- Precision Strike- Once per engagement during a successful attack on an air, ground or sea based target you may choose to activate Precision Strike. Your attack was so squarely on the money you’ve done more damage than you realized. Add the number of your wits dice (not a check) and any applicable wits bonuses to the stress damage caused.
Wingman Active Bonus
- Strike Hard and Fast- Once per engagement you may assist your wingman during their engagement phase in attacking any target by providing an almost random, yet precise and well thought out flurry of maneuvers or attacks. Make a wits check without any wits bonuses; add your highest single dice result or the highest straight (Two 6’s or 3 5’s etc) to their attack check.
RFX-31 (Superiority)
The latest and most expensive design, the RFX-31 is made to out-fly anything else in the sky before shooting it down.
Type Affinities:
Air to Air Focus I
Thrust Vectoring I
Stealth I
Wingman Support:
Daredevil Tactics
Active Bonus
- All or Nothing- Once per engagement you can declare you are going for All or Nothing. You’re unleashing everything you have in a quick orgy of destruction in hopes of gunning down as many aircraft as possible. Make a wits check, for every 4, 5 or 6 result add a dice to you attack dice pool. You may focus or split this pool amongst targets. If you fail to get any 4, 5 or 6 results All or Nothing refreshes.
Wingman Active Bonus
- Protective Joust- Once per engagement you can assist your wingman in any defensive check they make when under attack, before or after the roll. You dive into a position in front of your wingman, passing by him. Make a contested attack check against the enemy’s attack check. Reduce the enemy’s result by your result. If your result happens to be greater than the enemy’s you cause half the successful difference in result in stress damage. If his result is greater you take half the failed difference in result in stress damage.
RFX-4G (Wild Weasel)
A modification of an early design, the RFX-4 is tough and maneuverable at the cost of a small payload. The G variant includes a sophisticated electronic warfare suite.
Type Affinities
Thrust Vectoring I
Adaptive Modifications I
Perseverance I
Wingman Support:
Encouraging Presence I
Active Bonus
Full Lock- Once per engagement you can choose to Full Lock two or one air, land or sea based targets. Utilizing all the data you gained from enemy attacks you’ve pinpointed exactly where you need to strike for maximum effect. Pick a second attribute other than Attack. Make an attack check and your second attribute check as two separate attacks adding whatever bonuses may apply.
Wingman Active Bonus
- Trash the Shot- Once per engagement you can assist your wingman if he has been successfully hit by any attack. By forcing yourself in the way of the shot for a few moments, you protect your ally from harm whilst ruining the enemy’s perfect shot. Your wingman gains the successful effects of Perseverance III and the enemy suffers the half of the stress damage that was reduced.
Affinities
'Suggestions Appreciated'
In this section is a small list of bonuses ranging from Rank I to Rank III. Multi-role fighters or characters are suggested to look through the list and picked whatever bonuses they like the look of.
All Ranks are expected to hit up to level V as work continues onwards on an experience system to reward players with a form of advancement for continuous gaming and breast groping in hot springs.
Passive bonuses stack with any wingman passive bonuses that are affecting you or any other effects that are affecting you unless otherwise stated in Active Bonus effects.
Adaptable Modifications:
Adaptable Modifications provides a base bonus to all Wits checks. Adaptable Modifications is represented in the form of variable wings like those seen on the F-14 Tomcat, electronic equip with adjustable outputs and inputs, a somewhat transformable airframe or in the case of characters the ability to keep their eye on the wider picture, keep track of all objectives or just a general overdose on coffee.
* Rank I- +1 Bonus to all Wits checks.
* Rank II- +2 Bonus to all Wits checks
* Rank III- +3 Bonus to all Wits checks.
Air to Air Specialization:
Air to Air Specialization provides a base bonus to all Attack checks associated to any air based target, be they planes, flying castles or dragons and shit. Air to Air Specialization takes the form of improved missile payloads, advanced locking and tracking systems, custom weaponry or in the case of characters themselves just a preferred preference or training towards taking down enemy aircraft.
* Rank I- +1 Bonus to all Attack checks designated on air based targets.
* Rank II- +2 Bonus to all Attack checks designated on air based targets.
* Rank III- +3 Bonus to all Attack checks designated on air based targets.
Air to Ground Specialization:
Air to Ground Specialization provides a base bonus to all Attack checks associated to any ground or seas based targets, be they tanks, not so flying castles or scuba diving T-Rexes and shit. Air to Ground Specialization takes the form of additional cluster bombs equipped to the air frame, anti ship missiles, bunker busters or in the case of characters themselves the ability to discern where to drop their bombs with the most effect or training towards attacking targets on the ground.
* Rank I- +1 Bonus to all Attack checks designated on land or sea based targets.
* Rank II- +2 Bonus to all Attack checks designated on land or sea based targets.
* Rank III- +3 Bonus to all Attack checks designated on land or sea based targets.
Defensive Construction:
Defensive Construction provides a base bonus to all Defense checks. Defensive Construction takes the form of hand held shields characters carry into battle with them, additional armor plating in vital areas (obviously not over cleavage), a heavier airframe than usual or in the case of characters themselves sheer tenacity, the ability to roll with explosions to lessen impact damage or lyrical magical bullshit.
* Rank I- +1 Bonus to all Defense checks.
* Rank II- +2 Bonus to all Defense checks.
* Rank III- +3 Bonus to all Defense checks.
Enhanced Thrust:
Enhanced Thrust provides a base bonus to all Speed checks. Enhanced Thrust is represented by engines that have been souped up to provide an incredible max speed, a high rate of climb, airframe designs that have almost no air resistance or in the case of characters a pilot that’s capable of judging air currents to their advantage, utilize gravitational pull to gain a few extra seconds or the ability to realize when to get the hell out of hairy situation.
* Rank I- +1 to all Speed checks.
* Rank II- +2 to all Speed checks.
* Rank III- +3 to all Speed checks.
Perseverance:
Perseverance provides a form of damage soak that activates when certain conditions are met. Perseverance is more a state of mind than something that can be represented physically but it can be done so in the form of mechanical construction that makes the aircraft itself capable of flight in even the worst of conditions. Character wise it can easily be represented by the hotblooded pilot who pushes his unit far beyond the norm to the chagrin of mechanics or even crazier lyrical magical bullshit.
* Rank I- Reduce stress damage by half on a D6 roll of 6. Always round up.
* Rank II- Reduce stress damage by half on a D6 roll of 6 or 5. Always round up.
* Rank III- Reduce stress damage by half on a D6 roll of 6 or 5. If damage expends a Hit on a D6 roll of 6 you remain at 1 stress and do not lose the Hit.
Stealth Technology:
Stealth Technology provides a variety of bonuses as rank progresses. Stealth technology can be represented in a vast number of ways, most commonly at can simply be airframe design that gives off almost no signal on radar, to actual light camouflage, anti-missile chaff or in the case of characters the ability to remain almost incognito in the sky using cloud banks as cover or to remain in a heightened state of radio silence without yammering away.
* Rank I- +1 to all Mobility checks associated with defense.
* Rank II- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative.
* Rank III- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative, +1 to Speed checks associated with interception.
Thrust Vectoring:
Thrust Vectoring provides a base bonus to all Mobility checks. Thrust Vectoring is represented by…well…Thrust Vectoring. It can also be represented by an unstable airframe that twists and turns just by flying, a light construction that is quick and nimble or in the case of characters a daredevil pilot that loves to conduct high-g turns, a vast expanse of knowledge with maneuvers or sheer willing and shouting at the plane to turn.
* Rank I- +1 to all Mobility checks.
* Rank II- +2 to all Mobility checks.
* Rank III- +3 to all Mobility checks.
Wingman Support
Gonna try something like Social Links that'll determine the level of Wingman Support. Whaddaya think?
Game Mechanics
Dice and Rolling
The basic system in DitS is as follows: to preform an action, roll a number of 6-sided dice (d6) equal to your character's relevant stat plus one (minimum dice pool is 2d6, maximum 6d6). The total of all dice values is your check result. If it's over an opposed check result or a certain threshold for success, you succeed.
Static Values/Thresholds (for d6s):
● 3-6: Really easy. Why even roll? Or, just good enough to squeak by.
● 7-11: Average difficulty, or average success.
● 11-16: Challenging, and impressive success.
● 17-24: Requires an expert.
● Continue extrapolating as necessary.
Ace Points
Characters can earn Ace Points by playing to their archetype. Ace Points are earned by behaving in manners consistent with a character's Ace Style or by doing something particularly impressive, without the use of Ace Points to aid the action. Characters also earn one ace point for each enemy aircraft downed. Players gain one Ace point at the start of every session, and can have a maximum of 10 at any one time.
Only one Ace Point my be spent by a character in a given turn, although they may spend more than one Friendship Point, but only to assist different allies.
Spend Ace Points to:
● Roll an extra die on one action, or reroll the dice for an action.
● Muck with the narrative. This might require GM approval, but a player may spend an ace point to declare an interesting moment of coincidence to make things more interesting or beneficial to their character.
Whenever Ace Points are spent on a roll, things become instantly awesome. Whether the result is a success or failure, it must be described in a more dramatic or impressive way.
Combat
Combat is executed in a series of rounds. At the start of every round, everyone involved in the combat makes a Wits roll. This determines turn order. If characters team up with their wingmates, use the lowest initiative. Then, in order of initiative, declare and resolve actions and roll for results. Examples would be jockying for position to get a firing solution (Mobility vs Mobility), firing a missile (Mobility vs Attack) etc.
The loser takes Stress damage equal to the measure of success. If they lose all Stress points, you lose a hit and restores Stress to maximum value. At this point, the character must make a Wits check to keep airborne or potentially suffer additional effects. Once a character has lost all hits, they're either shot down, disabled, or in some other way forced out of the battle.
Factions and Organizations
The Principality of Belka
Belka boasts the second largest economy, size and population on the Osean Continent after the Osean Federation, as such, it is a key player in the continent's politics. Throughout the 20th Century, it has been in a number of wars with its neighbours which are a cause of numerous border disputes that continue to this day. The wars, along with close ties to Osea due to its support during the long Cold War with Yuktobania, have led to an economic boom in Belka in the late 20th Century, though this has begun to slow down as well, and this has only been exacerbated by the impact of the Ulysses asteroid. These economic problems, along with lingering effects of the war, were a major impetus for the defeated fascist uprising in 1997.
Belka maintains its strong military tradition through universal conscription for all able bodied males and females at the age of 18, who are required to serve for 12 months in the military. Civilian service exists as an alternative for conscientious objectors, but the longer 36 month service term means that it comparatively uncommon.
At present, Belka is a constitutional monarchy in which de-jure power is concentrated in the democratically elected Reichstag. However, the current monarch - Princess Maria Theresa - is extremely popular with the populace, and wields significant influence on it through "her" party, the Crown Loyalists.
The Belkan Chivalric Order of the Rose
More commonly known as "The Belkan Knights", the Order dates back to the original founding of what is now known as North Belka. The knights swore an oath to protect and defend the people of the Belkan Confederation against all enemies, an oath that is still sworn at induction, and repeated annually. Today, it is essentially an independent arm of the Belkan military, with its own command structure, logistics and so on, all of which answers to the Supreme Grand Master of the Order, who is responsible only to the Council of Grand Masters. Numerous monarchs and governments have attempted to assert control over the Order, but none have succeeded due to their large base of popular support, and their independence is now constitutionally enshrined. This support comes primarily from the Order's central role in Belka's national myth, one of the toppling of tyrants and of struggle against external invaders.
The Order poaches the best and brightest from the regular military, and its equipment and funding are provided by the business conglomerates of North Belka which have strong historical ties with the Order.
Gründer Industries AG
The shining success story of post-war Belka, Gründer Industries is the largest industrial conglomerate in the country. Based mainly in North Belka, G.I. produces everything from computers to cars, washing machines to state of the art combat aircraft. The majority of G.I.'s production facilities came through the Ulysses impact unscathed, and are now operating at full capacity supplying those countries that were harder hit with heavy machinery and other essentials for rebuilding.
G.I. is the main equipment supplier of the Belkan Knights, providing them with state of the art hardware developed in tandem with input from the Knights. They also have close ties with a number of Osean defence contractors and produce several aircraft and ground vehicles under license. However, the Osean government's refusal to allow a partnership with Douglas-Martin Aerospace or the export of the F-22 has resulted in G.I. starting its own 5th generation fighter program, details of which remain highly confidential.
The Osean Federation
The Osean Federation is the largest state on the continent of Osea, and is the second largest in the world. More commonly known as Osea, it boasts the world's largest economy and the most powerful military. Throughout its history it has often swung between periods of pacifism and interventionism, much to the chagrin of its neighbours. In recent years, the majority of its attention had been taken up by its rivalry with Yuktobania, but with this threat reduced, it has begun to turn its attention to matters closer to home.
Other Osean Factions
The Allied Powers
The Allied Powers is the name of the alliance between the The Kingdom of Sapin and the Republics of Ratio, Gebet and Recta. All these countries had been defeated by Belka during the First Belkan War and consequently lost portions of territory in the peace settlements. When Belka invaded Sapin in the late 1970s, the other three countries, fearing a repeat of the first war, immediately declared war on Belka. The haste at which the alliance was formed is evident in its rather unimaginative name, but its effects were clear. Belka was not in a position to fight, and they soon pushed onto Belkan soil, where they hit the brick wall of the Belkan Knights. This time, it was Belka that threw in the towel, ceding a number of provinces from East and South Belka in an Osean brokered peace deal.
Today, the alliance has expanded into a framework that includes a number of economic agreements. The impact of the Ulysses asteroid led to widespread destruction in Sapin and Recta, and there has been talk of the creation of a free trade zone to aid the rebuilding of their economies. All of the countries are also involved in a border dispute with Belka over the peace treaty, and Osea is attempting to arbitrate a peaceful settlement.
The Belkan Liberation Front
The front organization of a number of Southern and Eastern Belkan insurrectionist groups fighting for reunification with Belka, they formed after the impact of the Ulysses asteroid led to an increase in the government burden placed on them. They are covertly supported by Belkan intelligence agencies.
The Republic of Ustio
A small country located to the southwest of Belka. Known in some circles as the "boot of Belka", Ustio shares a common language and culture with its larger brother, but has so far avoided annexation due to an ancient pact with the Knights.