Difference between revisions of "Air Marshals and Sky Pirates"

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==Good Morning Captain==
+
[[Category:Setting]]
:''Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the ACS Shenandoah's engines as the airship cruised the red streaked dawn skies.''
+
[[Category:Savage Worlds]]
 +
[[Category:Steampunk]]
 +
[[Category:Pulp]]
 +
[[Category:Campaign Setting]]
 +
[[Image:SWFanWorkLogoB.jpg|right|thumb]]
  
:''Sitting, as he was, in the open cockpit of the airship's docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.
 
  
:''He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. "Red sky at night, aviator's delight," he said, repeating an old rhyme, "red sky at dawn, aviators take warn." It was a very red morning this day.''
+
==Introduction==
 +
[[Image:MexicanZepelin.jpg|600px|center]]
 +
Welcome to the campaign world of ''Air Marshals and Sky Pirates''!
 +
 
 +
Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.
 +
 
 +
This campaign uses the [http://www.smithandrobards.com/product_info.php?cPath=2&products_id=18 Savage Worlds'] rules, along with the [http://www.smithandrobards.com/product_info.php?cPath=2_11&products_id=47 Savage Worlds Pulp GM Toolkit] and the [http://www.smithandrobards.com/product_info.php?cPath=2_11&products_id=47 Savage Worlds Pulp Gear Toolkit]. Characters will start at Seasoned level and the players get to choose which side of the law they will play on.
 +
 
 +
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at [http://www.peginc.com www.peginc.com]. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
 +
 
 +
===Character Creation===
 +
When creating your character, decide whether or not you want him to be an '''Air Marshal''', a '''Privateer''', a '''Sky Pirate''' or as an ordinary civilian.
 +
 
 +
Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.
 +
 
 +
If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops that is based on the Attribute. You can spend this skill point on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes.
 +
 
 +
Because of the nature of this campaign world, all new characters will be Seasoned:
 +
# Create a Novice character from scratch or use one of the Archetype templates.
 +
# Add 5 experience points and apply an Advancement to the character.
 +
# Repeat step 2 three more times, until you've applied a total of four Advancements from Novice to Seasoned.
 +
# You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the [[Air Marshall Gear List]]. This is based on the following web site: [http://greywolf.critter.net/weirdwars/equipment/gear.htm Early 20th Century Common Gear & Expenses] (created by T. Jordan "Greywolf" Peacock).
 +
 
 +
For weapons use the following table:
 +
 
 +
 
 +
{| border="1" cellspacing="0" cellpadding="5" align="center"
 +
! Item
 +
! Range
 +
! Damage
 +
! ROF
 +
! Cost
 +
! Weight
 +
! Shots
 +
! Min Str
 +
! Special
 +
|-
 +
| Saber
 +
| --
 +
| Str+d6+2
 +
| --
 +
| $10
 +
| 4
 +
| --
 +
| --
 +
| --
 +
|-
 +
|-
 +
| Derringer (.44)
 +
|  5/10/20
 +
| 2d6+1
 +
| 1
 +
| $6
 +
| 2
 +
| 2
 +
| --
 +
| AP 1
 +
|-
 +
|-
 +
| Selfridge Dragoon (.44)
 +
| 12/24/48
 +
| 2d6+1
 +
| 1
 +
| $8
 +
| 4
 +
| 6
 +
| --
 +
| Revolver, black powder, 2 actions to reload.
 +
|-
 +
|-
 +
| Double-Barrel (12g)
 +
| 12/24/48
 +
| 1-3d6
 +
| 1 - 2
 +
| $6
 +
| 11
 +
| 2
 +
| --
 +
| Special, see rules
 +
|-
 +
|-
 +
| Sawed-Off DB (12g)
 +
| 5/10/20
 +
| 1-3d6
 +
| 1 - 2
 +
| $14
 +
| 6
 +
| 2
 +
| --
 +
| Special, see rules
 +
|-
 +
|-
 +
| Sheraton Big 50 (.50)
 +
| 30/60/120
 +
| 2d10
 +
| 1
 +
| $16
 +
| 11
 +
| 1
 +
| d8
 +
| AP 2, Snapfire Penalty
 +
|-
 +
|-
 +
| Jericho Carbine (.52)
 +
| 20/40/80
 +
| 2d8
 +
| 1
 +
| $7
 +
| 8
 +
| 7
 +
| --
 +
| AP 2
 +
|-
 +
|-
 +
| Jericho ‘76 (.45-.47)
 +
| 24/48/96
 +
| 2d8
 +
| 1
 +
| $12
 +
| 10
 +
| 15
 +
| d6
 +
| AP 2, uses special .45-.47 long cartridges
 +
|-
 +
|}
 +
 
 +
===Skills===
 +
'''Airship (Agility)'''
 +
:Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.
 +
 
 +
===Edges===
 +
The following edges '''cannot''' be taken in this campaign:
 +
 
 +
* Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)
 +
* Arcane Resistance
 +
* Improved Arcane Resistance
 +
* Holy/Unholy Warrior
 +
* Mentalist
 +
* Power Surge
 +
* Soul Drain
 +
* Wizard
 +
 
 +
You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.
 +
 
 +
There are no Psionics in this campaign, at least not for player characters.
 +
 
 +
===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.
  
:''He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship's spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary. ''
+
:'''Attributes''': Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)
  
:''Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew. ''
+
:'''Skills''': Fighting d6, Shooting d6, Climbing d6, Airships d8, Notice d6
  
:''They were waiting on him.''
+
:'''Hindrances''': Loyal
  
:""He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.""
+
:'''Edges''': Level Headed
  
:''"Attenshun!" Gunnery Sergeant Jacobs bellowed. "The Captain is on the bridge."''
+
:'''Gear''': Uniform, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)
  
:''Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he'd thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.''
+
'''Airshipman: Helmsman'''
  
:''"As you were," he said. The crew visibly relaxed. "Mister Peary, I relieve you."''
+
: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.
  
:''Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. "The helm is yours sir."''
+
:'''Attributes''': Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma +0, Pace 6, Parry 5, Toughness 7/9 (+2/+4)
  
:''"So Charles," said Parsons as he strode over to the chart table, "anything interesting last night?"''
+
:'''Skills''': Fighting d6, Shooting d4, Piloting d8, Airships d8, Notice d6
  
:''Peary shook his head, "No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else."''
+
:'''Hindrances''': Ace
  
:''The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen's wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.''
+
:'''Edges''': Level Headed
  
:''"Have we gotten the morning report yet?" asked Parsons.''
+
:'''Gear''': Uniform, Lucky rabbits foot, Flak Jacket (+2/+4), Colt Dragoon (.44) (12/24/48, 2d6+1)
  
:''Peary looked upwards for a moment and then returned his gaze back to the captain. "Not yet sir," he said.''
+
===Sky Pirates===
 +
[[Image:Sky_Pirate.jpg|200px|left]]
 +
====History of the Sky Pirates====
 +
Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That's when the American Commonwealth formed it's first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.
  
:''Parsons made a face and swore, "Damnation." The wireless operator, Hanson "Sparks" Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.''
+
The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn't been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, had claimed sovereignty over the air space of his province and forbade any foreign power to enter into it.
  
==Introduction==
+
In response, letters of Marque were issued to "privateers" to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.
Welcome to the campaign world of ''Air Marshals and Sky Pirates''!
 
  
===History of the World===
+
====Privateers====
'''1812:''' War is averted when a fast sloop from Britain delivers news that the British Orders of Council of 1807 have been withdrawn. The Order prohibited neutral parties from trading with France and her allies during the Napoleonic Wars. This Order had caused much friction between United States of America and Britain, with many American ships trying to break through the British blockades to deliver goods to France.
+
Many so-called privateers from most nations are typically military personnel who were "cashiered" and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen's/Emperor's/Presidente's/Czar's coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they've read.  
  
Still, there is a movement afoot in America to conquer portions of Canada, though the New England states are against angering the British. In November, De Witt Clinton is elected President of the United States of America by the narrowest of margins.
+
Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.
  
In Europe, General Wellington is victorious over French forces in Spain. The Emperor Napoleon however was grievously wounded in Russia during the retreat from Moscow. The wound later became infected and Napoleon dies on December 7, 1812.
+
===== Privateer Archetypes=====
 +
The following are archetypes that you can use as a sort of a template if you're not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character's rank to Seasoned.
  
'''1813 - 1815:''' In Europe, the French empire is in upheaval, and quickly descends into multiple civil wars, as ally fights ally. The British forces wisely withdraw from the continent and wait to see what arises after the dust settles.
+
'''Privateer'''
  
In America, frontiersmen, angry that Clinton won the election, stage a raid from Fort Detroit across the Detroit River on the city of Sandwich and on Fort Malden. They are beaten back by the well-trained British troops.
+
:The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.
  
In retaliation, British troops cross the river and take Fort Detroit and the surrounding settlements. President Clinton tries to negotiate a withdrawal of British troops when more frontiersmen from Buffalo Creek attack Fort Niagara. Consequently the talks break down and the British forces mass at the border. Reluctantly, Clinton asks Congress to declare war on Britain.
+
:'''Attributes''': Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)
  
Wellington is sent to "teach those brutes a lesson" with several divisions of battle harden troops. The British Navy successfully blockades the major ports, while the New England states surrendered to British forces.
+
:'''Skills''': Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6
  
The war is bloody; Philadelphia is burned, as is Washington. New York City switches sides and pledges loyalty to the crown, providing a major port in America for Britain. American forces are caught between two fronts in the northern states south of New York: British troops on the Atlantic seaboard, and troops from Upper Canada streaming through the captured Michigan Territory.
+
:'''Hindrances''': Mean
  
The Spanish besieged New Orleans, in an attempt to recapture the southern portion of Louisiana. Andrew Jackson manages to break the siege and drive the Spanish troops into the swamps, where they died by the hundreds at the hands of the Choctaw and other denizens of the swamps. A year later the British try their hand at capturing New Orleans, but again Jackson holds them off long enough to work out a deal with the Crown. By this time, the United States of America is no more, only pockets of resistance kept British troops busy.
+
:'''Edges''': Level Headed
  
New Orleans and a portion of Louisiana become an independent state, with a generous trade agreement with England along with access to the Mississippi river. The remainder of the Louisiana territory is claimed by England, with Spain consolidating its hold on the Western portion of North America, up to the Columbia River. Above that, Russia laid claim to the land.
+
:'''Gear''': Ship's clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)
  
The former United States are divided up into small provinces, each one assigned a governor appointed by the crown. Provincial assemblies are allowed, but could be disbanded at any time by the crown.
+
====Sky Pirates====
 +
A diverse group of scoundrels and ne'er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The "Pirate Code" does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.
  
'''1820 - 1860:''' California breaks free from Spanish rule, backed by both Russian and British interests. Mexico soon rebels, and Spain loses its major foothold in North America. The only possession they have left is Florida, a benighted land of unruly savages and mosquitoes. A few years later, they sell Florida to England, who also doesn't know what to do with its new possession.
+
=====Sky Pirate Archetypes=====
  
France settles into five separate states, divided by language and cultural lines. Kings rule two, one becomes a dictatorship, one restores the Republic in a smaller form, and the fifth attempts to create a socialist state, without a central government. It fails five years later, and is absorbed into the other four states: The New Republic of France, the Kingdom of Normandy, the Kingdom of Provençal, and the Republic of Gascony.
+
'''Sky Pirate'''
  
Gold is discovered in San Francisco, but is declared a national resource, stymieing any potential gold rush to the region. Claim jumpers are summarily shot by Californian soldiers. California becomes a major player in Pacific trade with two major ports: San Francisco and San Diego. Financed by the newly discovered gold, California becomes a trade powerhouse, with ships headed to every major port on the Pacific Rim. The Sandwich Islands are annexed by California, as are several other Pacific islands. The Sandwich Islands are renamed Isla de Patria de Hawai'i.  
+
When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.
  
California is a unique blend of Spanish, Indian, Russian, and British cultures. The primary language is Spanish, though it is becoming a unique dialect thanks to the influences of the other cultures. It is a constitutional monarchy, with the Californian Dons tightly holding the reigns of government.
+
:'''Attributes''': Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6
  
In 1850, Charles Babbage finishes his first Analytical Engine, demonstrating it to the Admiralty as a more efficient means to tabulate reams of data, even to calculate ranges on the fly. Later, using the work of the physicist Joseph Henry, Babbage added the ability for his engines to communicate with each other telegraphically. This spawned a special kind of Babbage engine that dealt entirely with telegraphic communications, sending information across the world at lightning speed.
+
:'''Skills''': Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8
  
Britain's holdings in North America were consolidated into a single entity in 1855: the Commonwealth of America. The Commonwealth consists of Upper and Lower Canada, the former United States and its territories, and Florida. The seat of government is in New York City on Manhattan Island. (The city of Washington was destroyed in the War of 1813 and turned into several farms.)  
+
:'''Hindrances''': Wanted (minor)
  
However all is not well in the Commonwealth. The Sons of Liberty, the followers of Jefferson and Adams, are a constant thorn in the side of the British. They attack government offices with bombs, print treasonous tracts trying to instigate public unrest, and other terrorist style attacks. Their goal is to restore the American Republic or destroy it so the Brits can't have it.
+
:'''Edges''': Ace
  
'''1860 - 1900 (present day):''' The Commonwealth of America is fast becoming the major economic engine in the British Empire. The Republic of Louisiana is a major benefactor of this trade, due to their ownership of the mouth of the Mississippi River.
+
:'''Gear''': "Pirate clothes", Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)
  
The Great European War raged through most of Europe, starting in 1870 when Prussia, Bavaria-Saxony, and Austria declared war against the New Republic of France. The Republic calls on it allies, and soon the Kingdoms of Normandy and Provençal took up arms. By 1871, Except for Britain, Europe was at war. Many new weapons and tactics were created and tested during the war, including the first military use of lighter than air airships. The Great European War ended in a muddle by 1876, with no one gaining or losing any territory.
+
==Airships of the American Commonwealth==
 +
See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]
  
Britain stayed neutral in Europe, but elsewhere in the world she took advantage of the conflict. First to go was the Belgian holdings in Africa, as Britain conquered the Belgian Congo and swept across the continent and added much of Central Africa to its territory. This new territory was formed into the Congolese Protectorate.
+
==History of the World==
 +
The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3:
  
Mexico finally relented and allowed the people of Tejas to secede and form the República de Tejas. Mexico still controls the lower Rocky Mountains up to the lower Colorado River, but does not do much with the territory. The region becomes a no mans land of small bandit villages. These villages raid in all directions, but have special immunity because Mexico refuses to go after them and refuses to allow California, Rossiyskaya Amerika, and the Commonwealth of America to cross the borders and go after the bandits.
+
* American Commonwealth
 +
* Lousiana
 +
* Empire of Mexico
 +
* República de California
 +
* República de Tejas
 +
* Rossiyskaya Amerika
  
Along the Commonwealth border, Britain has establish Her Majesty's Aerial Constabulary, commonly know as the Air Marshals, to patrol the skies in massive airships, patterned on the designs created by the Bavarian-Saxon Count Von Zeppelin, along the border between the Province of Colorado and Mexico.
+
For more on the history of this world, see [[American_Commonwealth_History]]

Latest revision as of 11:52, 21 February 2021

SWFanWorkLogoB.jpg


Introduction[edit]

MexicanZepelin.jpg

Welcome to the campaign world of Air Marshals and Sky Pirates!

Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.

This campaign uses the Savage Worlds' rules, along with the Savage Worlds Pulp GM Toolkit and the Savage Worlds Pulp Gear Toolkit. Characters will start at Seasoned level and the players get to choose which side of the law they will play on.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

Character Creation[edit]

When creating your character, decide whether or not you want him to be an Air Marshal, a Privateer, a Sky Pirate or as an ordinary civilian.

Also available are Archetypes that you can use as template or a jumping off point for creating your own version of the same character type.

If you use an Archetype, you can move up to two dice around for the Attributes, but that may lower any skill that was based on a higher base attribute, and you get an extra skill point for each die a skill drops that is based on the Attribute. You can spend this skill point on other skills. 10 skill points were spent on skills, leaving you an additional 5 skill points that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes.

Because of the nature of this campaign world, all new characters will be Seasoned:

  1. Create a Novice character from scratch or use one of the Archetype templates.
  2. Add 5 experience points and apply an Advancement to the character.
  3. Repeat step 2 three more times, until you've applied a total of four Advancements from Novice to Seasoned.
  4. You get $100 Commonwealth Dollars to outfit your character. Members of the Air Constabulary get one free uniform. Dress uniforms will have to bought separately. For a price list of gear at 1900 prices, see the Air Marshall Gear List. This is based on the following web site: Early 20th Century Common Gear & Expenses (created by T. Jordan "Greywolf" Peacock).

For weapons use the following table:


Item Range Damage ROF Cost Weight Shots Min Str Special
Saber -- Str+d6+2 -- $10 4 -- -- --
Derringer (.44) 5/10/20 2d6+1 1 $6 2 2 -- AP 1
Selfridge Dragoon (.44) 12/24/48 2d6+1 1 $8 4 6 -- Revolver, black powder, 2 actions to reload.
Double-Barrel (12g) 12/24/48 1-3d6 1 - 2 $6 11 2 -- Special, see rules
Sawed-Off DB (12g) 5/10/20 1-3d6 1 - 2 $14 6 2 -- Special, see rules
Sheraton Big 50 (.50) 30/60/120 2d10 1 $16 11 1 d8 AP 2, Snapfire Penalty
Jericho Carbine (.52) 20/40/80 2d8 1 $7 8 7 -- AP 2
Jericho ‘76 (.45-.47) 24/48/96 2d8 1 $12 10 15 d6 AP 2, uses special .45-.47 long cartridges

Skills[edit]

Airship (Agility)

Characters with this skill can handle most any airship in common use in this game. They generally know the ins and outs of airships and how to handle the common day-to-day tasks about such a vessel.

Edges[edit]

The following edges cannot be taken in this campaign:

  • Arcane Background (Except that Weird Science is considered part of the background, and for NPCs only.)
  • Arcane Resistance
  • Improved Arcane Resistance
  • Holy/Unholy Warrior
  • Mentalist
  • Power Surge
  • Soul Drain
  • Wizard

You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.

There are no Psionics in this campaign, at least not for player characters.

Air Marshals[edit]

The history of the Air Marshals[edit]

AirMarshal.jpg

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[edit]

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)

Sky Pirates[edit]

Sky Pirate.jpg

History of the Sky Pirates[edit]

Sky Pirates have their roots in the bandits that used to raid the wagon trains that wended their ways through the Rockies. With the advent of the first merchant airship, the bandits found the pickings thin, until Red Pete captured his first airship. The Raiding Eagle soon became the terror of the skies, swooping in and attacking unarmed airships. Other bandit groups soon followed and the air carnage was massive. That's when the American Commonwealth formed it's first Air Constabulary wing. Two retrofitted airships armed with Nordernfeldt guns and a handful of marines, the newly christened ACS Vigilance and ACS Determination struck out to defend the merchant airships.

The initial battles were bloody and airships on either side where lost. But the tide started turning as the other powers, the New Russians, the Californians, and even the Mexicans, were soon sailing airnaughts and airwarships. And that would have been that, if the governor of the Mexican province of Colorado hadn't been in the pocket of the pirate Don Cesar Verde, his cousin. Soon the province became a haven for pirates and privateers. Since this province held the best routes to New Russia and California, there was no choice but to deal with them. Because the governor, Don Rafael Montero, had claimed sovereignty over the air space of his province and forbade any foreign power to enter into it.

In response, letters of Marque were issued to "privateers" to seek out and destroy any pirate airship they can find, along with some commerce raiding on merchant airship of the enemy nation du jour.

Privateers[edit]

Many so-called privateers from most nations are typically military personnel who were "cashiered" and then provided with an armed airship to hunt down pirates over the Mexican skies. Some are true privateers, ex-pirates who have chosen to take the Queen's/Emperor's/Presidente's/Czar's coin and hunt down their one time fellow pirates. Finally there are the bounty hunters, rich adventurers, and wide-eyed boys and girls, their brains full of penny dreadful stories of Air Marshal Cody and the fictional accounts of the privateer Jack Sparrow, eager to duplicate the stories that they've read.

Most Privateers have better built airships than most pirates, and typically have access to the better military arms and armaments of their respective governments.

Privateer Archetypes[edit]

The following are archetypes that you can use as a sort of a template if you're not quite sure how to build an Privateer. You can move up to two dice around for the Attributes, but that will lower any skill that was based on a higher base attribute. 10 skill points were spent on skills, with an additional 5 that you can spend on additional skills as you see fit. You will have to select Hindrances to balance out the Archetypes. You have four Advances to spend to raise the character's rank to Seasoned.

Privateer

The life of a Privateer is a hard one. When in combat, they wear their heavy flak jackets for protection, if they have them. When in port, they shuck their protection and don their finest duds and go carousing. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.
Attributes: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8, Charisma -2, Pace 6, Parry 5, Toughness 8/10 (+2/+4)
Skills: Fighting d6, Shooting d8, Climbing d4, Airships d8, Notice d6
Hindrances: Mean
Edges: Level Headed
Gear: Ship's clothing, Flak Jacket (+2/+4) (sometimes), Colt Dragoon (.44) (12/24/48, 2d6+1), Sabre (Str+d6+2)

Sky Pirates[edit]

A diverse group of scoundrels and ne'er-do-wells ever to grace the sky. Some are fairly aristocratic, such as Don Cesar Verde, and some are the scum of the earth, such as the El Diablos. The "Pirate Code" does not hold sway among these men, the code of the sword and the strong man is more often than not the only code an airship sails under.

Sky Pirate Archetypes[edit]

Sky Pirate

When you are a Pirate, you are a wanted man or woman. However, you can fly just about anything that get into the air, and you are the terror of the skies. When in port, you dress the part of a ruthless killer, whether or not you are one. After the free Edge was taken, four Hindrance points were spent to raise all Attributes to a minimum of d6. You must take a Major and a minor Hindrance to balance this character Archetype.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8, Charisma: +0; Pace: 6; Parry: 7; Toughness: 6
Skills: Airship d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8
Hindrances: Wanted (minor)
Edges: Ace
Gear: "Pirate clothes", Cutlass (Str+d8), Colt Dragoon (.44) (12/24/48, 2d6+1)

Airships of the American Commonwealth[edit]

See the following for a listing of the different type of ships that are flying the skies today: Airships of AMSP

History of the World[edit]

The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3:

  • American Commonwealth
  • Lousiana
  • Empire of Mexico
  • República de California
  • República de Tejas
  • Rossiyskaya Amerika

For more on the history of this world, see American_Commonwealth_History