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tales from the wild blue yonder: chapter i
Lady
is on the run from an arranged marriage to Count Carlowe.
She hired a smuggler skyship, he Owl , to take her from her
palace on the Imperial world of Ilysium to the far reaches of the
Remnants, so she could be with her once secret lover, the pirate
king Uriah Flint.
writing, layout & art
John Harper
however —Just before reaching the halfway point of Haven,
he Owl was pursued and captured by the Imperial cruiser
Hand of Sorrow , under charges of lying a false lag.
influences
Clinton R. Nixon, James V. West, Luke
Crane, Vincent Baker, Jonathan Walton, Judd
Karlman, Jason Morningstar, Fred Hicks, Rob
Donoghue, Leonard Balsera, Ben Lehman,
Mark Causey, Brandon Amancio, Claudio
Cipolla, Mike Riverso, Joss Whedon, George
Lucas, Hayao Miyazaki, Reiko Kodama
even now Lady Blackbird, her bodyguard, and the crew of
he Owl are detained in the brig, while the commander of the
cruiser, Captain Hollas, runs the smuggler ship’s registry over
the wireless. It’s only a matter of time before they discover the
outstanding warrants and learn that he Owl is owned by
none other than the infamous outcast Cyrus Vance.
playtesters
Adam Chevrier, Shannon East, Naydanka
Huamani, Sage LaTorra, Paul Riddle
how will lady blackbird and the others escape
the hand of sorrow?
contact
oneseven@gmail.com
what dangers lie in their path?
will they be able to find the secret lair of the
pirate king? if they do, will uriah flint accept
lady blackbird as his bride? by the time they get
there, will she want him to?
his document is licensed under a Creative Commons
Attribution Non-Commercial Share Alike 3.0 license.
http://creativecommons.org/licenses/by-nc-sa/3.0/us/
version 03.14.10
Blackbird
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The Wild Blue
Shattered worlds circling a dimming star
the remnants
nightport
olympia
haven
ilysium
Adrift in the Blue
he worlds of the Wild Blue loat in a sky of breathable gases
circling a small, cold star. Scholars believe that the star is made from
pure Essence—the strange energy that sorcerers channel for their magic.
his “solar system” is much smaller than you might think—it takes about
six weeks to cross from one side to the other on a standard sky ship. Most
of the worlds of the Empire are so closely positioned that it takes only a
day or two to travel from one to another.
The Lower Depths
he heavier gases form a dense layer of fog below the “sky” of the Wild
Blue. his fog is corrosive —people need to wear gas-masks to breathe
and most airship hulls will start to corrode after a single exposure.
Pirates and other criminals sometimes use the lower depths to evade
Imperial patrols and launch raids from hiding. Unfortunately, the depths
are home to sky squid and other monstrous things....
Ilysium
he capitol world of the Empire, home to the great noble houses.
Ilysium is rich and decadent, attended by servants, slaves, and the elite
bodyguards of the nobility.
Olympia
he staging world of the Imperial Sky Fleet. From here, expeditions are
launched into the colonial expanse and all across the Wild Blue. Olympia
is also home to the inest brewers and distillers in the Empire.
Haven
he most prominent of the Free Worlds. Here, in the sprawling city hubs,
the Trade Union tries to impose some order on the bickering clans and
factions of the Free Peoples. Slavery is outlawed here, so many ex-slaves
make Haven their home.
Nightport
Unlike other worlds, Nightport does not rotate, which means one face is
always in darkness. It is on this side that pirates and smugglers have built
a hidden port city in which to carry out their nefarious dealings. his
hive of scum and villainy is a dangerous place, but almost anything may
be bought or sold there, including secrets.
The Remnants
A swirling maelstrom of spinning world-shards. he Remnants are
almost impossible to navigate, even for the best airship pilots. It’s said
that the pirate king, Uriah Flint, keeps his secret fortress somewhere
deep within the Remnants and only those who know the secret of
the true course can ever reach it.
Names
Male: Abel, Artemis, August, Eli, Giovanni, Ivan, Jack, Jeferson, Jonas,
Leo, Logan, Malachi, Mario, Micah, Nahum, Noah, Orlence, Oscar,
Samuel, Silas, Victor, Vlad, Wester
Female: Alice, Ardent, Ashlyn, Caess, Clare, Elena, Eveline, Fiona,
Grace, Hannah, Hazel, Hester, Isabel, Krista, Jezebel, Leah, Lucile,
Lydia, Seraphina, Sonya, Sophie, Veronica, Violet
Surnames: Bell, Bowen, Canter, Carson, Cross, Harwood, Hollas,
Hunter, Kalra, Keel, Moreau, Morgan, Porter, Pickett, Quinn, Sidhu,
Soto, Torrez, Vakharia, Walker, Winter, Wright
Noble Houses: Ash, Blackbird, Firely, Mooncloud, Nightsong, Snow,
Twilight, Whitethorn.
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Natasha Syri L a d y B L a c k B i r d
TRAITS
Imperial Noble
Etiquette, Dance, Educated, History, Science, Wealth, Connections,
House Blackbird
Master Sorcerer
Spellcaster, Channeling, Stormblood, Wind, Lightning, [Fly],
[Blast], [Sense]
Athletic
Run, Fencing, Rapier, Duels, Shooting, [Pistol], [Acrobatics]
Charm
Charisma, Presence, Command, Nobles, Servants, [Soldiers]
Cunning
Deception, Misdirection, Disguise, Codes, [Sneak], [Hide]
Key of the Paragon
As a noble, you’re a cut above the common man. Hit your key
when you demonstrate your superiority or when your noble traits
overcome a problem. Buyoff: Disown your noble heritage.
Key of the Mission
You must escape the Empire and rendezvous with your once secret
lover, the Pirate King Uriah Flint, whom you haven’t seen in six
years. Hit your key when you take action to complete the mission.
Buyoff: Give up on your mission.
Key of the Impostor
You are in disguise, passing yourself of as commoner. Hit your key
when you perform well enough to fool someone with your disguise.
Buyoff: Reveal your true identity to someone you fooled.
Secret of Stormblood
As long as you can speak, you can channel magical power and do
Sorcery. You have the Master Sorcerer trait and the Stormblood tag.
Secret of Inner Focus
Once per session, you can re-roll a failure when doing Sorcery.
Tags in [brackets] are qualities you don’t have yet. You can buy them with
advances. See the Rules Summary below, under Keys.
injured
dead
tired
angry
lost
hunted
trapped
rules summary
Rolling the Dice
When you try to overcome an obstacle, you roll dice. Start with one die.
Add a die if you have a trait that can help you. If that trait has any tags
that apply, add another die for each tag. Finally, add any number of dice
from your personal pool of dice (your pool starts with 7 dice).
Roll all the dice you’ve gathered. Each die that shows 4 or higher is a hit.
You need hits equal to the diiculty level (usually 3) to pass the obstacle.
levels: 2 easy—3 difficult—4 challenging—5 extreme
If you pass, discard all the dice you rolled (including any pool dice you
used). Don’t worry, you can get your pool dice back.
If you don’t pass , you don’t yet achieve your goal. But, you get to keep
the pool dice you rolled and add another die to your pool. he GM will
escalate the situation in some way and you might be able to try again.
Keys
When you hit a Key, you can do one of two things:
Take an
If you go into danger because of your key, you get 2 XP or 2 pool dice
(or 1 XP and 1 pool die). When you have accumulated 5 XP, you earn an
advance . You can spend an advance on one of the following:
Add a new
Tr a i t (based on something you learned during play or
on some past experience that has come to light)
Add a
tag to an existing trait
Add a new
Key (you can never have the same key twice)
Learn a
Secret (if you have the means to)
You can hold on to advances if you want, and spend them at any time,
even in the middle of a battle!
Each key also has a buyof . If the buyof condition occurs, you have the
option of removing the Key and earning two advances.
Refresh
You can refresh your pool back to 7 dice by having a refreshment scene
with another character. You may also remove a condition or regain the
use of a Secret, depending on the details of the scene. A refreshment
scene is a good time to ask questions (in character) so the other player
can show of aspects of his or her PC—“Why did you choose this
life?”—“What do you think of the Lady?”—“Why did you take this
job?” etc. Refreshment scenes can be lashbacks, too.
Conditions
When events warrant or especially when you fail a roll, the GM may
impose a condition on your character: Injured , Dead , Tired , Angry ,
Lost , Hunted , or Tr a p p e d . When you take a condition, mark its box
and say how it comes about. [Note: he “dead” condition just means
“presumed dead” unless you say otherwise.]
Helping
If your character is in a position to help another character, you can give them
a die from your pool. Say what your character does to help. If the roll
fails, you get your pool die back. If it succeeds, your die is lost.
An Imperial noble, in disguise, escaping an arranged marriage so she can be with her lover
experience point (XP)
Add a die to your pool (up to a max of 10)
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Naomi Bishop
Former pit-ighter and bodyguard to Lady Blackbird
TRAITS
Pit-Fighter
Combat Tested, Brutal, Living Weapon, Fast, Hard, [Strong],
[Bone-breaking], [Scary Look]
Bodyguard
Awareness, hreats, Defend, Disarm, Restrain, Carry, Delay,
[Security], [First Aid]
Ex-Slave
Sneak, Hide, Run, Tough, Endure, Scrounge, Nobles, [Hatred],
[Iron Will]
Keen
Insightful, Aware, Coiled, Liars, Traps, [Danger], [Sense
Motives]
Key of the Guardian
You are Lady Blackbird’s loyal defender. Hit your key when you
make a decision inluenced by Lady Blackbird or protect her from
harm. Buyoff: Sever your relationship with the Lady.
Key of Vengeance
he Empire enslaved you and made you kill for sport. You will have
your revenge on them and watch their cities burn. Hit your key
when you strike a blow against the Empire (especially by killing an
Imperial). Buyoff: Forgive them for what they did to you.
Key of the Warrior
You crave the crash and roar of battle, the tougher the better. Hit
your key when you do battle with worthy or superior foes.
Buyoff: Pass up an opportunity for a good ight.
Secret of Destruction
You can break things with your bare hands as if you were swinging
a sledgehammer. It’s scary.
Secret of the Bodyguard
Once per session, you can re-roll a failure when protecting someone.
Tags in [brackets] are qualities you don’t have yet. You can buy them with
advances. See the Rules Summary below, under Keys.
injured
dead
tired
angry
lost
hunted
trapped
rules summary
Rolling the Dice
When you try to overcome an obstacle, you roll dice. Start with one die.
Add a die if you have a trait that can help you. If that trait has any tags
that apply, add another die for each tag. Finally, add any number of dice
from your personal pool of dice (your pool starts with 7 dice).
Roll all the dice you’ve gathered. Each die that shows 4 or higher is a hit.
You need hits equal to the diiculty level (usually 3) to pass the obstacle.
levels: 2 easy—3 difficult—4 challenging—5 extreme
If you pass, discard all the dice you rolled (including any pool dice you
used). Don’t worry, you can get your pool dice back.
If you don’t pass , you don’t yet achieve your goal. But, you get to keep
the pool dice you rolled and add another die to your pool. he GM will
escalate the situation in some way and you might be able to try again.
Keys
When you hit a Key, you can do one of two things:
Take an
If you go into danger because of your key, you get 2 XP or 2 pool dice
(or 1 XP and 1 pool die). When you have accumulated 5 XP, you earn an
advance . You can spend an advance on one of the following:
Add a new
Tr a i t (based on something you learned during play or
on some past experience that has come to light)
Add a
tag to an existing trait
Add a new
Key (you can never have the same key twice)
Learn a
Secret (if you have the means to)
You can hold on to advances if you want, and spend them at any time,
even in the middle of a battle!
Each key also has a buyof . If the buyof condition occurs, you have the
option of removing the Key and earning two advances.
Refresh
You can refresh your pool back to 7 dice by having a refreshment scene
with another character. You may also remove a condition or regain the
use of a Secret, depending on the details of the scene. A refreshment
scene is a good time to ask questions (in character) so the other player
can show of aspects of his or her PC—“Why did you choose this
life?”—“What do you think of the Lady?”—“Why did you take this
job?” etc. Refreshment scenes can be lashbacks, too.
Conditions
When events warrant or especially when you fail a roll, the GM may
impose a condition on your character: Injured , Dead , Tired , Angry ,
Lost , Hunted , or Tr a p p e d . When you take a condition, mark its box
and say how it comes about. [Note: he “dead” condition just means
“presumed dead” unless you say otherwise.]
Helping
If your character is in a position to help another character, you can give them
a die from your pool. Say what your character does to help. If the roll
fails, you get your pool die back. If it succeeds, your die is lost.
experience point (XP)
Add a die to your pool (up to a max of 10)
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Cyrus Vance
An ex-Imperial soldier turned smuggler and soldier-of-fortune, Captain of The Owl
TRAITS
Ex-Imperial Soldier
Tactics, Command, Soldiers, Rank, Connections, Maps, Imperial
War Ships
Smuggler
Haggle, Deception, Sneak, Hide, Camoulage, Forgery, Pilot,
Navigation, [Repair], [Gunnery]
Survivor
Tough, Run, Scrounge, Endure, Creepy Stare, Intimidate, [Medic]
Warrior
Battle-Hardened, Shooting, Two-Gun Style, Pistol, Fencing, Sword,
[Brawl], [Hail of Lead]
Key of the Commander
You are accustomed to giving orders and having them obeyed. Hit
your trait when you come up with a plan and give orders to make it
happen. Buyoff: Acknowledge someone else as the leader.
Key of Hidden Longing
You are completely enthralled by Lady Blackbird, but you don’t
want her to know it. Hit your key when you make a decision based
on this secret afection or when you somehow show it indirectly.
Buyoff: Give up on your secret desire or make it public.
Key of the Outcast
You got exiled from the Empire. Hit your key when your outcast
status causes you trouble or is important in a scene.
Buyoff: Regain your former standing or join a new group.
Secret of Leadership
Once per session, you can give someone else a chance to re-roll a failed
roll, by giving them orders, advice, or setting a good example.
Secret of Warpblood
Once per session, you can teleport yourself or someone you’re
touching.
Tags in [brackets] are qualities you don’t have yet. You can buy them with
advances. See the Rules Summary below, under Keys.
injured
dead
tired
angry
lost
hunted
trapped
rules summary
Rolling the Dice
When you try to overcome an obstacle, you roll dice. Start with one die.
Add a die if you have a trait that can help you. If that trait has any tags
that apply, add another die for each tag. Finally, add any number of dice
from your personal pool of dice (your pool starts with 7 dice).
Roll all the dice you’ve gathered. Each die that shows 4 or higher is a hit.
You need hits equal to the diiculty level (usually 3) to pass the obstacle.
levels: 2 easy—3 difficult—4 challenging—5 extreme
If you pass, discard all the dice you rolled (including any pool dice you
used). Don’t worry, you can get your pool dice back.
If you don’t pass , you don’t yet achieve your goal. But, you get to keep
the pool dice you rolled and add another die to your pool. he GM will
escalate the situation in some way and you might be able to try again.
Keys
When you hit a Key, you can do one of two things:
Take an
If you go into danger because of your key, you get 2 XP or 2 pool dice
(or 1 XP and 1 pool die). When you have accumulated 5 XP, you earn an
advance . You can spend an advance on one of the following:
Add a new
Tr a i t (based on something you learned during play or
on some past experience that has come to light)
Add a
tag to an existing trait
Add a new
Key (you can never have the same key twice)
Learn a
Secret (if you have the means to)
You can hold on to advances if you want, and spend them at any time,
even in the middle of a battle!
Each key also has a buyof . If the buyof condition occurs, you have the
option of removing the Key and earning two advances.
Refresh
You can refresh your pool back to 7 dice by having a refreshment scene
with another character. You may also remove a condition or regain the
use of a Secret, depending on the details of the scene. A refreshment
scene is a good time to ask questions (in character) so the other player
can show of aspects of his or her PC—“Why did you choose this
life?”—“What do you think of the Lady?”—“Why did you take this
job?” etc. Refreshment scenes can be lashbacks, too.
Conditions
When events warrant or especially when you fail a roll, the GM may
impose a condition on your character: Injured , Dead , Tired , Angry ,
Lost , Hunted , or Tr a p p e d . When you take a condition, mark its box
and say how it comes about. [Note: he “dead” condition just means
“presumed dead” unless you say otherwise.]
Helping
If your character is in a position to help another character, you can give them
a die from your pool. Say what your character does to help. If the roll
fails, you get your pool die back. If it succeeds, your die is lost.
experience point (XP)
Add a die to your pool (up to a max of 10)
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