Health & Composure
Did your character fight in the war? For whom? Where? In what capacity? Ernie joined the Royal Flying Corps (RFC) in 1915, as a mechanic servicing airplanes. One of his first "accomplishments" was to swing the propeller, inadvertently starting its engine, and watching it chew up a nearby airplane, for which he spent some time in the guard room. In November, 1915 he was promoted to Aviation Mechanic First Class. In January 1916 he become pilot by accident. A comment to one of the Ace pilots about his inability to handle an aircraft proberly led to a challenge. Ernie lost the challange but earned the respect of all fliers and become part of the squadron. He flew every kind of airplane but prefered the Sopwith Camel. Soon he became promoted to lead his own squadron. Were you a member of any secret units? Did you meet any of the other characters there? The 611 flight squadron later named, the 611 Ghost Squadron because the killed pilots and downed airplanes refused to stop fighting the war. Who was your patron? What happened to him or her? Private Wilkins was Ernies own mechanic. He always took great care of Ernies aircraft and made sure Ernie was well fed and rested. Later he reveald himself for Ernie as working for the Scotland Yard and used Ernie for dropping supplies to spies in enemy territory. Wilkins is now head spymaster at the Yard.
Ernie McCudden and the attack of the Flying Dutchman The great war had ended. Not all of the huns was satisfied with the result. Admiral Alfred von Tirpitz sought a way to get revenge on Great Britain and struck a deal with the captain VandeDecken. The captain of the Flying Dutchman. How do you stop a ghost ship with a crew of undead? Thats for Ernie McCudden to find out in his most dangerous adventure ever.
Personality / Description
[table=2,4][r=1,1][Size=4][b]Ernie McCudden[/b][/Size] [b]Ace pilot[/b] [r=2,1][b]Refresh Rate:[/b] 5 [b]Fate Points:[/b] 3 (Landing on island cost 2) [r=1,2][size=3][b]High Concept[/b][/size] [ooc=Ghost Squadron Commander]Ace Pilot and sensitive to the other side.[/ooc] [size=3][b]Trouble[/b][/size] [ooc=Challenge Seeker]Can not back down from a challange, race or any other form of competion. [/ooc] [r=1,3][size=3][b]Aspects[/b][/size] [ooc=Gifted Medium]I see dead people. [/ooc] [ooc=Lady Killer]Even if Ernie is a little rough he is an aviator and ladies love the concept of danger and excitement.[/ooc] [ooc=Been there, done that]You have lived a life of travelling in quest for excitement. Invoke: Knowledge of a place. Compel: You have visit the place before and left a mark that is not always a pleasant one.[/ooc] [r=1,4][size=3][b]Stress[/b][/size] [b]Physical:[/b] OOOO [b]Mental:[/b] OOO [b]Consequences:[/b] - [r=2,2][size=3][b]Skills[/b][/size] [b]Superb (+5):[/b]Pilot (+) [b]Great (+4):[/b] Mysteries (new) [b]Good (+3):[/b] Shoot, Contacts [b]Fair (+2):[/b] Athletics, Rapport, Fight [b]Average (+1):[/b] Lore, Notice, Burglary, Stealth, Physique [r=2,3][size=3][b]Stunts[/b][/size] [ooc=Barnstormer (Pilot)]This pilot can squeeze his plane through places where it has no business fitting. Normally, a pilot can spend a fate point for a coincidence or declaration to assure that the plane has enough clearance space to fly through. Characters with this stunt never need to spend a fate point: if it could fit, it can. What's more, if your character does spend a fate point, he can fit the plane in places it absolutely should not be able to. This stunt is also useful for landing planes in improbably tight quarters.[/ooc] [ooc=Little black book (Contacts)]You may not be the best-looking man or woman, but there’s a certain sparkle in your eye that makes you attractive. You've used that to your advantage - your friends say that your list of dance partners is longer than the phone book. Fortunately for you, you left all of them on good terms, so they’d be happy to help you. All you have to do is just call them… The character can choose from a large number of companions, in the form of former lovers, available to her when she needs them. With this stunt, when the character begins an adventure, the companion doesn’t need to be defined. Instead, at the point where she decides she needs the companion, she may reveal him, giving him a name and a few brief cues to the GM to base a personality on. The companion acts as an Average quality nameless NPC, with one advance chosen from the following list.[/ooc] [ooc=Always a Way In (Burglary)] +2 on Burglary rolls made to create an advantage whenever you’re trying to break into a location.[/ooc] [ooc=Ghost Whisperer: (Mysteries)] You have a strong connection with ghosts. You can use Mysteries instead of Deceit, Empathy, or Rapport when dealing with a ghost.[/ooc] [ooc=Scales of Fate: (Mysteries)] Once per scene, if you accept a compel you may make a minor declaration - similar to creating a situation aspect with a fate point - about some lucky contrivance or coincidence that occurs in your favor. This declaration does not require the expenditure of a fate point or any kind of roll - it just happens.[/ooc] [r=2,4][size=3][b]Extras[/b][/size] [ooc=Spirit of Loyalty]There is no place where you do not know someone, including places you have never been before. You will find a friend wherever you go, thanks to the whispers of long dead friends.[/ooc] [ooc=The E-Bird, Prototype Aircraft]The pilot of the E-Bird has access to her aspects and can spend a fate point to do any of the following, one at a time: [list][*]Declare that anyone you meet has heard of the plane, unless the GM provides some rationale as to why they haven't. [*]Automatically escape or outrun any pursuers, provided that they aren’t supporting or main NPCs, or otherwise have some advantage (the GM must provide rationale). [*]Invoke for a bonus or reroll on any movement-related roll when the plane is in a contest, challenge, or conflict, including defense. [*]Invoke for a bonus or reroll on any Intimidation, Rapport, or Deceit roll when the ship's reputation could help you achieve your goal.[/list] You might take a compel when you’re in a situation where the plane's reputation gets you attention you don't want, or when your speed is a disadvantage for reasons unbeknownst to you (like avoiding a pursuit only to be the first to plunge into a squall).[/ooc] [size=3][b]Equipment[/b][/size] [ooc=Webley Mk VI]Ernie's trusty service revolver. [B]Weapon:[/B] 2 [B]Aspect:[/B] Armor Piercing[/ooc] [/table]
Background & Other Notes