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Air Marshals and Sky Pirates
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===Air Marshals=== ====The history of the Air Marshals==== [[Image:AirMarshal.jpg|200px|right]] After the formation of the American Commonwealth, the Commonwealth Parliament formed the American Commonwealth Constabulary, a nation-wide police force/militia to protect the American Commonwealth from foes within and without. Not an army per se, that takes Crown approval, but a force that has para-military powers. If an army was needed, the ACC would form the core of said army. When the first airships were built, the ACC put officers aboard those fledgling vessels. After the first bandits appeared, the Parliament formed the Air Constabulary of the American Commonwealth, (ACAC). Some of the most impressive airships have been built by the Air Constabulary, with the pride of the fleet, the ACS Shenandoah. Manning these airships are the best of the Air Constabulary. The average airshipman is better educated and in better physical condition than the average person. Beyond them are the Air Marshals, men and women who are the very epitome of law enforcement. There is a story about these legendary men and women. The city of Providence was experiencing a riot, and the mayor contacted the Air Constabulary for assistance. They sent one Air Marshal. When the mayor asked him why they didn't send any other men with him, the Air Marshal asked, "How many riots do you have?" The mayor responded, "Just one." The Air Marshal replied, "Then you only need one Air Marshal..." =====Air Constabulary Archetypes===== '''Air Marshall''' :Your typical Air Marshall is a rough and ready young man or woman. When in flight, they wear their flak jackets to protect themselves. But off ship, they shuck the very heavy gear and trust to their natural abilities to administer the law. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take both a Major and a minor Hindrance to balance this character Archetype. You have 5 skill points that you can spend to flesh out the Air Marshall's skills. :'''Attributes''': Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4) :'''Skills''': Fighting d6, Shooting d8, Persuasion d8, Intimidation d6 :'''Hindrances''': Loyal :'''Edges''': Steady Hands :'''Gear''': Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2) '''Airshipman''' :The airshipman of the AC are the best recruits from the ranks of the regular AC. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it's their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype. :'''Attributes''': Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4) :'''Skills''': Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6 :'''Hindrances''': Loyal :'''Edges''': Level Headed :'''Gear''': Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1) '''Airshipman: Helmsman''' :A unique subset of Airshipmen, is the Helmsman. He is the one that pilots the ship and keeps her on course. They also have the most vulnerable position on the ship when it comes to combat. Helmsmen have the highest attrition rate of all the crew aboard an airship. When in combat, they wear their heavy flak jackets for protection, but when on liberty, it's their off duty uniform and a pocket full of Commonwealth dollars! After the free Edge was taken, two Hindrance points were spent to raise all Attributes to a minimum of d6. If you take a Major Hindrance, you can spend the additional two points as you see fit. You must take at least a minor Hindrance to balance this character Archetype. :'''Attributes''': Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4) :'''Skills''': Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6 :'''Hindrances''': Ace :'''Edges''': Level Headed :'''Gear''': Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)
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