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Flying Circus: Himmilgard: Tresa Becker
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=Tresa Becker= {| class="wikitable" |+ ! '''Hard''' ! '''Keen''' ! '''Calm''' ! '''Daring''' |rowspan="2"| ! '''Stress''' ! '''XP''' |- | -1 | +2 | -3 | +5 | 3/10 | 2 |} {| class="wikitable" |+ ! '''Triggers''' ! '''(cost)''' |rowspan="7"| ! '''Vents''' |- | If you got hit by enemy fire | 1 Stress | Throw away or detach a weapon |- | If you took a life | 2 Stress | Whine and complain nonstop |- | If a comrade was wounded... | 1 Stress | Go flying alone and unwisely. |- | ... and they didn´t make it. | 2 Stress | Do something heroic and stupid. |- | If you caught fire | 1 Stress | Call somebody out. Make it hurt. |- |If you lost your plane |2 Stress | |- |If innocents came to harm... |1 Stress | |- |... and you couldn´t stay to help. |2 Stress | |} {| class="wikitable" |+ ! '''Comrades''' ! '''Trust?''' |rowspan="5"| ! '''Familiar Vices''' |- | Garen | N | Drinking |- | Hilda | Y | Daydreaming |- | Charlotte | Y | |- | Zeke | Y | |} ==Moves== ===Naive (Core)=== You cannot try any unfamiliar Vices unless a comrade with that Vice as Familiar guides you through it. Guidance does not count as Help, and you must roll their Daring instead of yours. ===Let´s Try Spinning!=== '''When you beg your plane to hold together''', roll '''any air combat move +Daring'''. If any of your dice are a 1, your plane suffers a spin or mechanical failure. ===It´s Working!=== '''When you work on a plane''', roll '''+Daring'''. On a 16+, choose 2. On an 11-15, choose 1: • Permanently reduce Upkeep by 1 (once per plane only). • Repair all damaged components for free. • Cut the cost of an upgrade in half. On a miss, you break something with your plane. ===I Can Fix It!=== '''When you engage in percussive maintenance''', roll '''Patch Fix with +Daring''', and take +1 result. Add the following results. • Double your Speed gain from the next Boost. • Ignore the next Fuel Check move pushed. • Reset the RPM gauge to 0. On a miss, the engine stops and won’t restart. ===Why Didn´t You Tell Me?!(Special Destiny Move)=== '''When you discover your true heritage''', you may switch to the Scion playbook. If you reject it instead, take 15 XP ===I Will Be With You, Always (Intimacy)=== '''When you hold those you care for close''', they roll '''4d10 and take the 2 highest''' when you Help them, ongoing as long as they Trust you. If they’re an NPC, anything you do for them or help them with lets you roll '''4d10''' as well. '''If you choose to Break Trust with one of these people''', take 5 Stress. '''If the Intimacy Move is used in the air''', when you Help, you only take a hard move if both extra dice are 1s. A single 1 has no effect. ==Slipstream Mastery== [ ] [ ] [ ] [ ] [ ] '''Victories:''' Aircraft shot down, crashed, or lured to their destruction. === Slippery Customer(Core)=== You may roll Dogfight to escape any aircraft attacking you before you Take Fire, even if you would normally just Take Fire, so long as you aren’t rolling two Dogfights in a row. ==Personal Affects== '''Assets:''' 3 Thaler * A loyal and adorable corgi companion named Albrecht. He has his own scarf and goggles! * A cutting edge plane, missing an engine. * High quality toolkit. * A promise to return home safely * A well-worn guitar * The last words of my dying mentor
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