Roleplaying Games


This car was spotted in the garage of the man fixing their plane. It started with a toss off line about a beautiful Alfa with a Zagato body…little did I know that a few of these existed. And they’re gorgeous. So here it is, presented for the Ubiquity system:

1931 Alfa Romeo 6C 1750 Zagato Spyder

This 1931 Alfa Romeo 6C 1750 Gran Sport is from the fifth series of production and wears coachwork by Zagato, and is equipped with a superchanged 1750cc six-cylinder engine that provided 85 horsepower at 4400 rpm. In reality, it was first registered on August 10th of 1931 in the village of Saint Varent in Southwest France to Baron Phillipe de Gunzbourg and he owned it until about 1935. He used it for racing and hill climbing events.

31-Alfa-6C-1750_GS_DV-12-PBC_020

31-Alfa-6C-1750_GS_DV-12-PBC_025

31-Alfa-6C-1750_GS_DV-12-PBC_a05

Size: 2   Def: 6   Str: 6   Spd: 100 mph   Rng: 180 mi. Han: +2   Crew: 1   Pass: 1   Cost: $5000

This week’s play centered on the player that had been absent last week, and the introduction of a new player into the group. Most of the evening was character interaction, with the leader of the crew — Zara — going to a swanky jazz club, Maxim, for the evening with an old boyfriend. She encounters the new character, John Hunter, an agent of Terra Arcanum who has been tasked with keeping Dr. Gould safe and out of the wrong hands…

Maxim was a popular jazz joint near the embassies in the Pera District (Pera Palace was the most ritzy of the hotels, at the time), a section of Istabul that was also known for being a bit “rough”, much like the International Settlement of Shanghai. In many ways, the two cities parallel each other at this time: high levels of new immigration, with those populations being refugees from Russia (and after 1933, Germany and Eastern Europe.) The big players in the underground are White Russians, and Jewish refugees from various places. Maxim was run by an American black man, the son of Mississippi slaves who had emigrated to Russia, then fled to Turkey, where he wound up running the club.

We had it as the cynosure of jazz and expatriate culture — American and German performers, the infamous Greek opuim kings — the Eliopoulous brothers, Jewish academics recently arrived from Germany… During the course of the evening, Zara encounters Pavel Rabinowitz, the head of the ring that aided the other players last week, and Olga, the knout-weilding Ukrainian girl. He was doing her the courtesy of letting her know the boys were alive and well, and what they were up to.

Eventually, during the course of play, Hunter was able to gain enough trust to be invited along for the ride, and to my surprise, they also decided to enlist Olga in their exploits.

Next up — plane trips, India, and Tibet!

One of the NPCs introduced last time that seems to have caught the players’ attention. They have recruited her into their company…

Olga Markova

olgaOlga Markov was born in Kiev in 1909. Her father and mother ran a tailor’s shop and were solidly middle-class for the Russian Empire. Her father dabbled in socialism, and he was active in helping to fund legal aid for Jews that were targeted by the legal system, but never got into trouble himself. During the Great War, the family was able to avoid terrible hardship until the October Revolution in 1917. The Ukrainian  People’s Republic was formed and her father was a member of the Ministry for Jewish Affairs. When the Soviets came, he quickly joined the Yevsektsiya — the Bolshevik organization designed to eradicate Jewish culture and Zionist movements — to protect his family.

Her father was a traitor in many Russian Jews’ eyes, and despite his best efforts, when the Yevsektsiya was disbanded in 1929, he fell afoul of the NKVD for having been a supporter of Trotsky. He and his wife were executed, and Olga’s older brother David was sent to Siberia. She, on the other hand, had attracted the attention of Mikhail Ruslan — one of the local NKVD officers, who “rescued” her, making her his consort for several years, and it is rumored, worked on turning her into an agent of the state.

She was able to escape Ruslan’s clutches by setting him up for a squad of Jewish assassins from the Rabinowitz Group during a trip to the Crimean seaside. They were not successful in killing him, but Olga finished the job for them, and thus gained her ride to Istanbul with the few surviving assassins in 1931. She is one of the most effective killers the group has…very few see her coming.

She is tall at 5’8″, with a cold, unemotional demeanor. She rarely, if ever, lets her guard drop. The aloofness seems to make her highly attractive and often men underestimate her talent for violence. Those that know her reputation find her terrifying, partl for her preference for the knout — a kind of whip that was popular with tsarist landowners, and now with some NKVD agents.

Archetype: Spy     Motivation: Revenge     Health: 5     Style: 4

Body: 2, Dexterity: 3, Strength: 2, Charisma: 3, Intelligence: 2, Willpower: 3

Size: 0, Move: 5, Perception: 5, Initiative: 5, Defense: 5, Stun: 2

Resources: Rank 1 — Rabinowitz Group

Talents: Finesse Attack, Systema and Melee

Flaws: Callous, Criminal, Hunted, NKVD

Languages: Russian & Yiddish (native), German, Hebrew

Skills: Acrobatics 1/4, Athletics 2/4, Con 2/5, Diplomacy 1/4, Firearms 2/5, Investigation 2/4, Linguistics 2/4, Martial Arts (Systema) 2/5, Melee 2/5, Performance, Acting 1/4, Stealth 2/5, Survival 2/4

Weapons: Knout     Damage: 1N   Attack Rating: 6N   Rng: 8’   Rate: 1   Spd: A

cossack knout

 

We had a new player join us this evening, so I had whipped up a character that could drop in quick and easy with the existing group…

John Hunter

Born in 1901 as Giovanni Cacciatore, he is the son of Genoese immigrants to Philadelphia, PA. His family chose to change their names to something more “American” when they arrived in 1908. His father, Frank, is a shipping clerk in the South Philadelphia Docks and is the “go-to man” for getting things in and out of the country quietly. John grew up on Carpenter Street, getting into trouble and running wild. He quickly picked up various talents — pickpocketing, lockpicking, and smuggling among them. Caught red handed in 1917, he was given the choice of joining the military or jail time. He joined the US Marine Corps and served in France. After the war, he remained in Paris where his sticky-fingered skills were appreciated. He had a reputation for specializing in antiquities. After a strange incident involving an ancient and esoteric object, and a mysterious “lost island” in the Indian Ocean, he was recruited by the Terra Arcanum as an agent in 1927 and rose to “overseer” in 1930.

Archetype: Spy     Motivation: Mystery     Health: 5     Style: 5

Body: 2, Dexterity: 3, Strength: 2, Charisma; 3, Intelligence: 3, Willpower: 3

Size: 0, Move: 5, Perception: 6, Initiative: 6, Defense: 5, Stun: 2

Resources: Contacts 1: smugglers, Mentor 2: Douglas VanMeer, PhD (and Master in Terra Arcanum), Rank: Overseer, Terra Arcanum

Traits: Agile, Atlanean Language

Flaws: Curious, Hunted, Secret (member of the Terra Arcanum), Vow (same)

Languages: Italian (native); English, Greek, Spanish

Skills: Academics, History 1/4, Acrobatics 2/5, Athletics 2/4, Brawl 2/4, Bureaucracy 2/5, Con 2/5, Craft, Mechanics 1/4, Diplomacy 1/4, Drive 1/4, Firearms 2/5, Investigation 2/5, Larceny 3/6, Linguistics 2/5, Melee 2/4, Ride 1/4, Stealth 2/5, Streetwise 2/5, Survival 1/4

Weapon: Colt Detective .38 special, knife

This week saw a schedule change to accommodate one of the group’s travel, and left us a player short due to their (understandably) work schedule. I considered a board game or movie night, or maybe a one shot of something, but after some consideration, realized I could do a side vignette.

Having players not show for a session is a perennial issue for tabletop gaming, especially as folks get older. They have kids, family issues, work travel, etc. and cannot always make it to the game. My group regularly shifts nights as people have these things impose themselves on our lives. So how to handle it? The above ideas are good — a movie night, just a dinner and chat night, play a board game or a short pick-up in another system — or you can go for the “side quest” (more on this in a moment…) Whatever you do, do something together.

Over 35 years (!) of doing this, I’ve realized that regularity is essential to keeping a group together. The point isn’t just to be doing this one thing. If that’s the lay of the land, your group is likely to fall apart over time because there’s no connection beyond the gaming table. Do stuff together. If the game is short a player, especially one that is essential to the plot or action that night, do something else.

In this case, we — in D&D terms — split the party and did a side quest. The player who runs Zara — ostensibly the “lead” for the campaign — had work and couldn’t make it to our last minute change of time. Fully understandable. We left the game with them having gotten key pieces of information, discovered a secret organization that was dogging their actions (the Terra Arcanum), and realized that the SS was still taking an interest in their expedition to Tibet. they had ended with a meeting of some of Zara’s old friends who turned out to be connected to the Terra Arcanum, and who were arranging for aid to meet them in India, mostly because they TA is interested in Dr. Gould and his apparent Atlantean heritage.

We did a quick bit of hand-waving — the airplane was still being repaired, as the mechanic could not get parts from American in less than a month, requiring him to machine parts for the engines. They’re stuck in Istanbul for another day. With this kicking off the night, I decided that Zara would most likely seek to find herself some diversion — in this case one of the underground jazz clubs in the city. And, of course, that necessitated a wardrobe purchase — after all, she’s only got some sensible day clothes and arctic wear for the mission. This had her out of pocket for the rest of the day and evening.

As a result, she’s not available when Dr. Gould gets word from the Rabinowitz Group — the local Jewish crime syndicate connected to the much more respectable Bosphorus Hebrew Relief Agency — that the men they had tussled with at Rudolf von Sebottendorf’s home last session had disappeared. Not just the three men in custody, but the one that had died of his gunshot wounds — straight out of the morgue! (A revelation that has our big game hunter, Gustav, knocked for a loop…he’s never killed a person before!) Worse, on being released by the Turkish police, the old occultist was scooped up by four men in a black Mercedes with registry plates connecting it to the German Embassy.

The group aids them in locating the Gestapo agents that have him: they are holed up in some kind of facility in the catacombs under the city near the German embassy — a place that they can do what they need to while remaining deniable by the official presence of the Reich. Gathering a few of Rabinowitz’s finest, which included a Ukrainian woman who uses a knout to terrifying effect, they mount a rescue during a thunderstorm, capturing one of the lookouts guarding an entrance into the catacombs, them bursting in to rescue the old man from the SS.

Gathering Sebottendorf up, they make a run for it while Rabinowitz and Gustav keep the Germans’ heads down, only to wind up in a car chase and gunfight they eventually escape. After patching the old man up and getting him presentable clothes, they get him on a train to Ankara where he “has friends” and can hide out for a few weeks until things blow over.

Gould (an alcoholic) and Gustav (bereaved of murdering someone, even in self-defense) retreat to their hotel to get drunk, and we ended with them toddling up the stairs for bed…

Of course, Zara will have found some action, as well, and the start of next week’s session will cover her evening. That’s the key to the side quest — it should take a short period of time and reasonably cover something the other players might not have had a chance to be involved in. More importantly, when you come back, show what the other character was up to. In this case, it was a swanky party, but perhaps if you’re dungeon crawling, the player had separated to relieve themselves only to have encountered a [creature or trap] and were temporarily waylaid, maybe they had a run-in with an old antagonist, or they discover a highly important object or bit of information that could aid the party. They should have a short moment in the spotlight where they have to be able to get out of the predicament on their own and look awesome doing it. Keep the stakes low enough to use this teaser to have fun and show that they were doing something equally interesting or important, and nto penalize the player for whatever kept them away the game before.

Born in 1894 to a line of very log-lived and accomplished Sephardic Jews in Barcelona, he was the first of three sons. His father was a surgeon, and his mother a concert pianist. He followed his father into medicine, training as a doctor and surgeon at the Universidid de Madrid in 1912 and graduating in 1916. He was one of the first doctors to be required to have a residency, which he did under his father’s tutelage at the Hospital del Mar.

He had several strikes against him in his early life: Jewish, socialist, and most damning, he “seduced” the daughter of the Marquise de Azaña, Inez. H met her at a performance of Don Giovanni in 1924, and the coupe fell madly in love. Their tryst was discovered by her brother, Manuel Azaña y Vega — a highly-placed member of the Civil Guard, who brought him up on false charges. He was given the option of exile or trial, and he has been on the move ever since, plying his services in various places.

After the collapse of the military junta in 1931, he thought he might be able to return home, only to be nearly murdered by the police. He fled to Equatorial Guinea as a company doctor for the Empressa Maderera Ecuatorial, a mining company in the mountains.

He is exceptionally well-read and educated, an excellent and experienced trauma surgeon, and is very well traveled.

Archetype: Doctor   Motivation: Escape   Style: 5   Health: 5

Body: 2, Dexterity: 3, Strength: 2, Charisma: 3, Intelligence: 4, Willpower: 3

Size: 0, Move: 5, Perception: 7, Initiative: 7, Defense: 5, Stun: 2

Resources:

Traits: Agile, Atlantean Blood, Intelligent, Skill Mastery (Academics and Science), Weird Science (Biology)

Flaws: Addiction (alcohol), Condescending, Hunted, Weirdness Magnet

Languages: Spanish and Hebrew (native); Arabic, English, French, German, Portuguese

Skills: Academics 2/6, Art, Music 1/4, Athletics 2/4, Bureaucracy 2/6, Con 2/5, Diplomacy 2/5, Drive 1/4, Firearms 1/4, Larceny 1/4, Linguistics 4/8, Medicine 3/7, Performance, Piano 1/4, ride 1/4, Science 2/6, Stealth 1/4, Streetwise 3/6, Survival 1/5

Weapon: Colt Detective Special .38 special 2″ barrel — Damage 2L   Rng: 50′   Cap: 6 (r)   Rate: M   Spd: A; Mauser M1898 7mm bolt-action rifle — Damage: 3L   Rng: 100′   Cap: 5(c)   Rate: M   Spd: A

 

Today, we have a guest post from one of our readers, Tupper. He has taken a whack at putting together a conversion hack to bring cloudsps and aerial flyers across from the old Space: 1889 system onto Ubiquity, which powers the new game. For those who like more “crunch” or more tactically-oriented games, Ubiquty can feel very hand-wavy. It’s bult for speed of narrative, not as a tactical simulator. Toby gives a good account of why he chooses to do things the way he does, and fans very familiar with the Size rules may chafe at some of his choices. That said, he’s done a lot of work on this, so have a look!

In this blog post, I’m going to reason through how to convert old (“Sky Galleons of Mars”) Space 1889 ships into the Clockwork Ubiquity system. In doing this, I’m going to make use of “Secrets of the Surface World”, which presents more vehicle rules for Hollow Earth Expedition.

Before I start calculations, one difference between “Sky Galleons of Mars” and the Clockwork Ubiquity system is the treatment of gun crews. In the Clockwork equipment section, a Nordenfelt machinegun, for example, has a crew of 5, as was the case historically, whereas in “Sky Galleons of Mars” one gunner is sufficient for this gun. With this in mind, for Ubiquity gaming, I suggest a revision of some of the gun crews, and, for smaller guns, a revision of their weight (larger guns have sufficient extra weight to account for large crews). To obtain gun crew sizes, I examined two documents. The “Ordnance Instructions for the United States Navy” (1866) gives crew numbers for smoothbore guns, while the “Manual for Victorian Naval Forces” (1887 and 1889) gives crew numbers for breach-loading cannons. I summarise some common guns below
Gun Crew Weight Cost

5 barrel NF. 5 15 200

1 pdr HRC. 3 10 220

3 pdr HRC. 3 11 240

6 pdr HRC. 3 13 280

3-4″ RBL. 6 see SGoM see SGoM

5-6″ RBL. 7 see SGoM see SGoM

8″ RBL. 10 300 3000

Sweeper 1 6 200

Light 5 20 400

Heavy 7 40 1000

Rod 7 30 800

Rogue 21 60 2000

Lob 25 200 2000
Note that the changes in weight for machine guns above may make some original designs (such as the Aphid) invalid. To get around this, a ship can reduce its number of gunners, saving 2.5 tons and £20 for each gunner removed. This was common practice on many ships, where sufficient gunners were carried to handle only one broadside’s guns. In the event of being engaged on both sides, guns would have to be operated short-handed.

In thinking about vehicle stats, the first consideration is how to handle size. To do this, I’m going to base my calculations on some observations from Clockwork’s Space 1889 and “Secrets of the Surface World”. A tramp steamer (size 8) with no armour, and presumably a steel hull, has defence of 8, and structure 24. In contrast, a size 4 yacht, presumably wooden, has a defence of 4, and structure 14. Assuming structure is the sum of passive defence and some structure level, this gives a “base structure” for size 4 vehicles of 10, and size 8 vehicles of 16. Moving further up the scale, a MacKenzie’s leviathan, which weighs around 1400 tons (scaling its size from a 12′ pleisiosaur weighing 992 lbs gives a fair amount of heft to a 170′ monster), has a size of 16, and a “base structure” of 23. At the highest end of the scale, the 29,000 ton USS Arizona has a “base structure” of 28, and the 37,000 ton IJN Kirishima has a base structure of 30.
Using these numbers as a starting point, we can construct a table for weights, base structures and sizes:

Weight Size Base Struct. Weight Size Base Struct.

20+ 4 10 1000+ 14 22

25+ 5 12 1200+ 15 23

30+ 6 14 1400+ 16 23

40+ 7 16 5000+ 16 24

50+ 8 18 10000+ 16 25

100+ 9 19 15000+ 16 26

200+ 10 20 20000+ 16 27

400+ 11 21 25000+ 16 28

600+ 12 21 30000+ 16 29

800+ 13 22 35000+ 16 30
I’d calculate a zeppelin’s stucture as above, but treat it as having a size of 16 otherwise, on account of its huge balloon.

The next piece of the puzzle is passive defence. Here we know that the steamer (steel) has passive defence 8, the yacht (wood) has passive defence 4, and (from “Secrets of the Surface World”) the Graf Zeppelin has passive defence 2. The Arizona has a passive defence of 20, which, given that Space 1889’s pre-Dreadnought battleships (see “Ironclads and Ether Flyers”) have armour at most 7, makes 1 point of “Sky Galleons of Mars” AV being equivalent to 1 point of Ubiquity passive defence seem reasonable.
Speed is measured in 200 yard hexes per half minute in “Sky Galleons of Mars”. Converting that to miles per hour gives one point of speed being 3.4mph.
Lastly, to calculate handling, “Sky Galleons of Mars” ships have a maximum altitude between Low and Very High, so Medium or Low gives -2 handling, High gives -1, and Very High gives 0.
In terms of weaponry, “Secrets of the Surface World” gives gun sizes ranging from Light (8L) to Massive (24L). I’m going to assume a 3″ gun is light, and a 16″ gun is Massive. Spreading the increments of damage as best I can gives some typical Space 1889 guns as:

Gun Damage ROF Range Gun Damage ROF Range

1pdr HRC 6L A 1300′ 8″ RBL 12L 1/8 4500′

3pdr HRC 6L A 1500′ Light Gun 6L 1/4 1000′

6pdr HRC 6L A 2000′ Heavy Gun 8L 1/4 1500′

3″ RBL 8L 1/4 2500′ Rod Gun 8L 1/8 2500′

4″S RBL 9L 1/4 2500′ Rogue 9L 1/8 2500′

4″L RBL 9L 1/4 3000′ Lob Gun 10L 1/8 1300′

5″ RBL 10L 1/4 4000′ Drogue 13L — —

6″ RBL 11L 1/4 4000′ Liquid Fire 3L/hit — —
Rates of fire are based on the observation that a Sweeper has rate of fire 1/4, so a gun that fires each round in “Sky Galleons of Mars” can fire every fourth round in Ubiquity. For ranges, I’ve extrapolated from the performance of the 1 pdr HRC given in the Clockwork Space 1889 rulebook. With the rod gun, I’ve given it the same damage as the heavy gun since it has higher penetration but lower damage in “Sky Galleons of Mars”. With Liquid Fire, one could assume that the dropper makes a touch attack on the target (ignoring passive defence) and then each hit starts a 3L fire, causing caustic damage to the attacked ship (which can ignore half its size in dice each round).

To see how this works in action, let’s draw up some ships. I’ll do two, the Aphid, and the Hullcutter.

Aphid Gunboat SIZE: 9 (160 tons) DEF: 10 STR: 27 SPD: 20 HAN: 0 CREW: 14 gunners, 4 bridge crew, 2 engineers, 2 deck hands, 1 officer, and 2 petty officers (25 total) PASS: n/a PRICE: £23,380; WEAPONRY: 4″ short cannon (forward sponsoon; 6 crew) — Dmg: 9L Rng: 2500′ Rate: 1/4 Spd: S Defence: 8; 2 x 1 lb. Hotchkiss Rotary Cannons (wing sponsoons; 3 crew ea.) — Dmg: 6L Rng: 1300′ Rate: A Spd: S Defence: 8; 2 x Nordenfeldt machineguns (broadsides; 5 crew ea.) — Dmg: 5L Rng: 1000′ Cap: 40 (m) Rate: A Spd: S Defence: 8. ENDURANCE: 20 days.
Note that the guns are unarmoured, so have a lower defence than the rest of the ship. Comparing this to Black Campbell’s scores, my version racks up a heftier defence and structure, along with a longer range. However, on the flip side, the ship’s main gun packs less punch, and the vehicle is a bit slower. The ship has a reduced gunnery complement, meaning that it can man its 4″ short cannon and both HRC cannons with no difficulty, or the 4″ short cannon one HRC and one Nordenfelt (a broadside).

The Hullcutter illustrates the diminishing gains from size in terms of structure in the Ubiquity system, coupled with the dangers of being wooden with no armour:

Hullcutter Screw Galley SIZE: 12 (700 tons) DEF: 5 STR: 25 SPD: 10 HAN: -1 CREW: 74 gunners, 4 bridge crew, 21 turncranks, 7 deckhands, 6 officers (112 total) PASS: 10 marines PRICE: £52,820 WEAPONS: 2 x Rogue (forward sponsoon; 21 crew ea.) — Dmg: 9L Rng: 2500′ Rate: 1/8 Spd: S Defence: 5; Lob Gun (amidships; 25 crew) — Dmg: 10L Rng: 1300′ Rate: 1/8 Spd: S Defence: 5; 2 x heavy guns (wing sponsoons; 7 crew ea.) — Dmg: 8L Rng: 1500′ Rate: 1/4 Spd: S Defence: 5; Rod Gun (aft sponsoon; 7 crew) — Dmg: 8L Rng: 2500′ Rate: 1/8 Spd: S Defence: 5.
It has a hefty set of ordnance, but its structure and defence are less than the Aphid. My design is again a bit more kind to its defence and structure than Black Campbell’s. I give its bigger guns more punch, but at the expense of having a very low rate of fire. In a battle with the Aphid, the Hullcutter has to fire its guns, and then ram and board, or it will face getting ripped to shreds by the Aphid’s more rapid fire. Similar to the Aphid, some compromises are needed to keep the weight to 700 tons, and the Hullcutter can only operate one of its heavy/rod guns at a time, if both its rogues and lob gun are in action.

Thanks, Tupper, for sharing your conversion thoughts with us. A pdf of these rules is archived here. SCR

Born in 1903 in Strasbourg to a doctor and Lutheran missionary, Carl Hassenfeldt, and his wife, Maria, Gustav is an only child. The family moved to German East Africa in 1907 and had a farm on the shores of Lake Tanganyika. During the Great War, his father was conscripted into the schutztruppen as a medical officer. Maria and Gustav were placed under house arrest, and a company of the King’s Royal Rifle Corps occupied the farm. After the end of the war, the family were allowed to remain in the colony until they were expelled by the colonial governor in 1922.

The family moved to Germany during the height of the political and economic instability. Their home was now in French hands, and they lived in Berlin for a few years before his parents left for America, settling in New Braunfels, Texas in 1926. Gustav did not go with them, but instead struck out as a guide and hunter, eventually returning to Africa.

For the last six years, he has developed a reputation as an excellent guide, an impeccably honest man, and a tremendous shot. He has climbed mountains and hunted on four continents, but is best known for his work in Africa.

Archetype: Hunter   Motivation: Fame   Style: 4   Health: 6

Body: 3   Dexterity: 3   Strength 2   Charisma: 2   Intelligence: 2   Willpower: 3

Size: 0   Move: 5   Perception: 5   Initiative: 5   Defense: 5   Stun: 3

Resources: Contacts 1: +2 social tests with hunting community; Fame 1: +2 social tests adventuring communities

Talents: Long Shot, Rapid Shot, Robust

Flaws: Cautious, Danger Magnet, Honorable

Languages: German (native); English, Swahili

Skills: Animal Handling 3/5, Athletics 3/5, Brawl 3/5, Bureaucracy 2/4, Diplomacy 2/4, Drive 1/4, Firearms 3/6 (Rifle +1), Linguistics 3/5, Ride 2/5, Stealth 2/5, Streetwise 2/4, Survival 3/5 (Hunting +1)

Weaponry: Westley-Richards .452 Double Rifle — Damage 5L   Rng: 250′   Cap: 2   Rate: M   Spd: A; Griffin & Howe .375 Magnum Mauser w/ 5x Heinsoldt scope — Damage 5L Rng: 400′   Cap: 5(c)   Rate: M   Spd: A; Winchester M1912 12 gauge pump shotgun cut to 15″ barrel — Damage: 4L   Rng: 25′   Cap: 5(i)   Rate: M   Spd: A

 

While similar to its successor, the S-38, the Sikorsky S-36 is featured in our current campaign, so here it is in all its subdued glory…

Bernadette, a 1927 Sikorsky S-36 Air Yacht

The S-36 is an eight-seat flying boat first debuted in 1927, and produced for Pan American Airlines. The S-36 improved on the S-34 with room for two more passengers, double the range (with a typical range of about 750 miles, although this can be extended with extra gas tanks lashed under the wings, on top of the cabin), and Wright Whirlwind J-5 radial motors producing a total of 400hp. Like the S-34 and its successor, the S-38, these airplanes featured a boat hull fuselage that was connected to the wing and tail structure by a trellis frame. The S-36 features retractable wheels for ground landings.

Only six of these craft were built before the improved S-38 entered service in 1928.

817-1

Passengers face each other in bench seats, which face fore and aft. Bernadette began life as a Pan Am short hop airplane — she is #5 of six built, and has registry number G-AAER. Her owner, Lady Ansom-Bose, has pulled one of the bench seats to make room for a drinks cabinet near the back of the cabin, so the aircraft can only hold four passengers, now.

Size: 8   Def: 4   Str: 8   Speed: 120mph   Ceiling: 15,000′   Range: 750mi.**   Han: -2   Crew: 2   Pass: 4   Cost: $5,000 (used)

** With the external tanks for fuel, Bernadette has a range of 900mi. and a ceiling of 14,500′.

The daughter of Colonel Lord Athlestan Ansom of the Survey Corps of the Indian Army,  and his wife Emma neé Devon, Margaret was born in 1905 and raided in India until 1918, with end of the Great War. Her father had served in the war in the Palestinian Campaign and was killed in action. Her mother died a few months after they arrived in England from the Spanish Influenza. She was send to live with her eccentric uncle, Lord Trevor Ansom, a lecturer in antiquities at Oxford, and a veteran of the Great War (he served in France.) She was a student of Miss Wimplecote’s School for Girls.

Trevor dragged her all over the world looking into folklore, rumors, and myths — Egypt, India, Mexico, and South America. As a result, Margaret — who styles herself “Zara” — is a woman of action and independence, often given to wanderlust. She is a “modern woman” — a product of the ’20s flapper era: sex, drugs, booze, and music. In 1925, she learned to fly from a handsome Italian chap while living in Africa. She began her career as an aviatrix with the purchase of a used, surplus Sopwith Pup until she crashed it in 1929 during a bad landing at Croydon Airfield.

All this came to an end with the Crash of 1929, which cleaned out the Ansom fortunes. To preserve their lifestyle, Zara married American oil tycoon George Bose of Texas in 1930. He bought her a used Sikorsky S-36 “air yacht” she calls Bernadette. The marriage quickly came apart between her constant traveling and carousing, and his intense work schedules and philandering. They recently divorced (amicably) and are still friendly. (She especially appreciates that alimony check every month!)

Archetype: Adventuress     Motivation: Escape     Style: 6     Health: 5

Body: 2   Dexterity: 2   Strength: 2   Charisma: 4   Intelligence: 3   Willpower; 3

Size: 0   Move: 5   Perception: 6   Initiative: 5   Defense: 4   Stun: 2

Resources: Artifact 2: Bernadette, a Sikorsky S-36; Follower 0: Rigoletto, a capuchin monkey; Refuge: Higgsdown House, Sussex; Status 1: +2 social tests in English society; Wealth: $400 [£80]/mo.

Traits: Attractive

Flaws: Curious, Deep Sleeper, Loyal, Scandalous, Thrillseeker

Languages: English (native); French, German, Hindi, and Spanish

Vehicle: Bernadette, Sikorsky S-36 — Size: 8   Def: 4   Str: 8   Speed: 120   Han: -2   Crew: 2   Pass: 6   Ceiling: 16,000′ Rng: 750 mi.;

Austin Seven — Size: 2   Def: 4   Str: 6   Speed: 50   Han: 0   Crew: 1   Pass: 3   Cost: $500 [£100]

Weapon: Astra “Ruby” .32 — Damage: 2L   Rng; 25′   Cap: 7 (m)   Rate: M   Spd: A

Rigoletto

Archetype: 3 yr. old Capuchin monkey   Motivation: Survival

Body: 1   Dexterity: 3   Strength: 1   Charisma: 0   Intelligence: 1   Willpower: 3

Size: -1   Move: 4   Perception: 4   Initiative: 4   Defense: 6   Stun: 1   Health: 2

Style — Zara can use style points for Rigoletto

Skills: Acrobatics 2/5, Brawl 2/3, Larceny 1/4, Stealth 2/6, Survival 3/4

Flaws: Near Human — cannot communicate, but can use tools

Weapons: Bite 2L, Claws 1N

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