Character Creation

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The year is 1927. The United States has shattered under the combined weight of the Great Depression, regional Prohibition and mounting isolationism. The transcontinental railroad and the budding highway system have become useless as they now cross hostile borders. Commerce and trade leave the ground as air travel now becomes a vital lifeline connecting allied countries — and a national obsession — while daring air pirates and valiant air militias battle for control of the skies. Giant zeppelins crisscross the skies, carrying both passengers and cargo; heavily armored zeppelins with hangar launch bays which can accommodate escort fighters and armed with broadside cannons.
It is a time of gunship diplomacy and airship piracy. It is the age of the fighter pilot and a time of daredevil adventure and sinister intrigue.






Link to the SRD

House Rules

  • You don’t have a sponsor and there is no Century club.
  • Phase 3,4, and 5 should cover you for about 10 years.
  • You get an additional skill at Fair.
  • You must have Piloting as a skill.
  • To decrease the reliance on having “Initiative Skills”, your initiative will be based off of a D20 roll + the appropriate skill (Alertness/Empathy). This still means that characters with these skills have a better chance of going first, but it also gives those characters without the skills a chance.

Phase 1 – Early life – 1900-1914.

You were each born in the year 1900 (unless you have a good reason to be older/younger).
Covers approximately 16 years.
Write down a very brief summary and select 2 aspects.

Phase 2 – The Great War – 1914-1918.

Either you cheated your way into the military or something else..
Covers approximately 4 years.
Write down a very brief summary and select 2 aspects.

Phase 3, 4, and 5 – Novel and Guest Star – 1918-1927

What adventures did you have during the fall? How did you meet and what did you do with some of the others?
Covers approximately 9 years.
Write down a very brief summary of your adventures.
Have some ideas of how you may have met with some of the others.
Prepare a list of Aspects that you’d like to have to round out your number to 10. You need 6 more so feel free to make a list of 10+ and choose from those based off of the story you guest star in.
Have a basic idea of what Skills you’d like to have.

Non-Creation House Rules

  • Clearing up Consequences: Severe consequences normally clear up at the beginning of every new session or drop down to moderate if the adventure is still in progress. I personally don’t agree with this. Broken ribs can’t heal up in an hour if a session was left at a cliffhanger or was multi-session for one reason or another. Thus, Severe consequences will be cleared up on a case by case basis.
  • New Stunts:
  1. Barrel Roll (Stunt): You have learned how to deftly dodge gun fire. Gain an additional +1 to defense vs. guns.
  2. The Scissors (Stunt): Weaving up and down, the scissor maneuver allows you to avoid missile fire much more deftly. Gain an additional +1 to defense vs. missile attacks.
  3. Quick Loop (Stunt – Requires one other Piloting Stunt): A quick and sharp 360° loop to come in behind your pursuer. Roll an opposed Piloting check and add your plane’s Speed score to the check. If you win, you gain + 2 to your next attack against the target; can only be used once per enemy. Alternatively you can spend a fate point to automatically win the opposed roll.
  4. Crazy Ivan (Stunt – Requires Quick Loop): You erratic flying completely disorients your opponent. Roll an opposed Piloting check and add your plane’s Maneuver score to the result. If you win you gain a +1 to attacks against the target for the rest of the combat; can only be used once per combat. Alternatively you can spend a fate point to automatically win the opposed roll.
  • Aside from the obvious (Piloting and Guns), skills like Science, Engineering, and Resources will have a hand in your plane. Because of the time necessary to purchase and implement these upgrades, your skill can only help you.
  1. Science:
    Your understanding of Science will allow you to modify Maneuverability and Speed upgrades in such a way that they weigh less. Of course, Science! isn’t free. Purchase Maneuverability and Speed upgrades for 1 less Unit of weight but double the price.
  2. Engineering:
    Your understanding of engineering will allow you to modify Attack upgrades in such a way that they weigh less. But, of course, these new materials are more expensive. Purchase Attack upgrades for 1 less Unit of weight but double the price.
  3. Resources:
    What’s a few extra hundred (or thousand) dollars to you? Your wealth allows you to purchase the best of the best. Armor upgrades cost you 1 less Unit of weight but double the price.

Character Creation

Corsairs DarksunX