So, the Flying Circus/Chariots of Steel game(s?), campaign(s?) the girls are having at the Asphodel fields have gotten quite me (read unnecessarily convoluted); it was all supposed to be casual stuff and not become just like everything else, work.
But here we are.
But before we go into that, let's enjoy a newsreel about what has been happening.
Astonishing victories in air and ground have pushed back the fascist expeditionary forces away from our sunny Hanriot! The coalition of free peoples rejoices after the hardous reconquest of Villamar, our shiny capital of industry and laborious ingenuity. The fight is carried by our catgirl and sharkthem youth as their circuses roll into towns. Just the past weeks they have ended the fight in Villamar, captured the commander of our would-be-conquered enemy, braved the whims of the Fae and have led a fool-hardy rescue of those stolen by retreating fascist forces. But they have tasted betrayal alongside victory, as the price of this peace has a bitter-taste.
So, we have been going back and forth between two twin anarchist Circuses: the Berrones, whose tanks and motorcycles roll under the banner of a screaming sow; the Milares, whose roundels of many eyes keep watch over the skies of Hanriot. They used to be part of the Chinghiales, a massive circus of Macchi expats led by Virgilia Lacrimosa, the Iron Witch; they were left behind when they figured out that Virgilia has a project for a Nation-State and has secured "peace" in Hanriot by inviting Goth forces as mediators between the coalition and the (other) fascist invaders.
The thing with having two circuses is that is a fuckload of NPCs. Which allows a lot of interactions. On top of that, Hanriot is full of different factions; spanish highlands by way of transalpine gaul, efforts to resist robot and fascist incursions require the collaboration of different waves of colonizers, indigenous cultures, people that have sought refuge in its sunny shores, etc.
We have been representing that with the Job Board. There are always* listings for any given town, if not local, from representatives of another faction. Similarly with other Circuses. So the Berrones always have at least three jobs available that require ground forces, and the Milares always have at least three jobs available that require planes. So far, so good. This has been the latest layout, that was, until the Berrones cleared the last one.
There is a convoy of stolen supplies that has left Villamil. A warlord is paying for you to distract the escort as a decoy as they raid the airships. (Arraial, 16 thaler, Time Limit)
Work reactivating a bauxite mine, which involves a lot of demolitions in hard to reach locations. It has to be done when the work sites are inoperative, at night. (Private, 23 thaler, Night)
Anjana Ret’hea, a Fae overlord of a nearby spring is seeking a circus to hunt down and kill a pirate that stole her enchanted shawl (Sorginak, you will get paid; Complication: Banditry)
A giant has taken prisoner one fae ally of the Sorginak and they need “iron knights” to rescue them from the cavernous depths (Sorginak, you will get paid, Wildlife)
The refugees have organized a fighting unit and wish to conduct training exercises (24 thaler, Zelia Narbaiz, Shades will turn up)
The SEF still holds many prisoners of war, which they are demanding Kommandant Emmerich Bergfalks for in exchange. Show we don’t negotiate with fascists by blowing their face and rescuing our people. (24 thaler, Villamil Sindicato, Wildlife)
And then I was thinking... what is happening across Hariot while the players do their jobs? What could be a nice way to generate cool material for Routine in town? Before I start homebrewing, I looked into the way Flying Circus already generates a lot of these interactions organically; it does not need much ajusted, so there is the real danger of over-design. So I borrowed from the Company system of Reign 2e. What it adds and what Flying Circus already does will give a lot of insight of what can be some neat additions.
Everytime the players do a job, another Circus takes one of the other jobs at random. Rather than make new Companies, I adapt Circuses that had been already created through play.
Unluckies
Roundel: A pair of lucky dice **Leader:**Captain Yasmine Rome
Goal: Follow Yasmine as she seeks revenge against their former commanding officers that betrayed them to the Goths.
Might: +2 (A few aces with ill maintained planes) Dueling Aces (+2 d to Might +Treasury rolls rolls when facing impressive elites )
Territory: +0 (Circus)
Sovereignty: +1 (Barely holding together) Patriotism (+2 d to Might + Sovereignty rolls for policing against unconventional attacks)
Treasure: +0 (They have had many jobs scooped from them)
Influence: +1 (They took part in the Battle for Villamar but not acknowledged)
We have a flying circus, the Unlucky. Remnants of a larger army, they are avenging expert aces down on their luck. The Milares (our flying circus) may have cucked, dueled and stolen jobs from them. May.
Hélianthes
Uniform: Orange overalls
Symbol: Three Sunflowers over a lavender field
Goal: Students and witches working together to reclaim poisoned lands that have taken arms against the fascists and colonizers of Hanriot’s shores.
Might: +1 (Technically a circus) Unexpected Deliverance: Attack (+3D on a single attack)
Territory: +1 (Support of secluded covens)
Sovereignty: +1 (A lot of students are taking lectures) Patriotism (+2 d to Might + Sovereignty rolls for policing against unconventional attacks)
Treasure: +0 (Just lost most of their materiale) Unbalanced Economy: Spring and Autumn (+2 Treasure in Spring and Autumn, -1 Treasure in Summer and Winter)
Influence: +1 (Good reputation among the common folk) Entangling Alliance (Sorginak) You have +2 Influence when dealing with them, and they have +2 Influence when dealing with you.
The Hélianthes are a rolling circus that was almost wiped out trying to accomplish the same job the Berrones did; their intel was crucial to avoid artillery and air support. An alliance of academics and witches, they are idealistic locals that wish to heal scars of the Great War.
After a few rolls, we decide the Hélicanthes are taking the giant job. The Hélicanthes venture into the Wild to face the awakened giant. This is something that require intelligence, knowledge and creativity. It is gonna be Influence + Treasure. They have +2 Treasure (It is Spring), they call on the contacts among the local witches for +3 Influence. That is 5d10s.
Unfortunately, they do not roll a single set.
They have +2 Treasure (It is Spring), they call on the contacts among the local witches for +3 Influence. That is 5d10s.
Unfortunately, they do not roll a single set.
They suffer an attack that they need to defend, to see how they are affected by their mysthical conflict against the giant. They manage to not suffer themselves, but they fucked up the job. The Wild stirs, and its activity escalates as it becomes hostile to any human endeavors.
The jobs the Berrones and the Hélicanthes took are removed from the jobs. So we rolled some random prompts are laid out new jobs.
When the Berrantes wake up from their weed based paranoia and un-heart attacks, they gonna find new job postings. One is from our poor Hélianthes. They defaulted on their loans and one of the local families have seized their stuff.
They are... desperate.
Fascists are not the only threat in Hanriot: clockwork bands have claimed most of it northern territories and while locals were pushing the fash to the sea, destroyed a northern town. The desperate survivors need someone to pin the enemy down as they retreat.
Which job do you think the Berrones will take next?
So, what's the state-of-play?
Our sweet sweet Berrones picked to do the thing.
Sweet! So off they went. It was not an easy journey, as they dealt with the consequences of the job taken and failed by the other ground circus: an empowered and awakened Titanic Being of the Wild chased them during their journey to Sacalegre and it took some inventive witching and story-craft to escape it (and blood magic).
The battle against the clockwerk army was intense; they were coordinating with Henrietta Gomez, a teen volunteer from Sacalegre that hired them on behalf of her Arraial warband to provide a distraction/clear the way as refugees escaped. The battle was intense, but by taking out many of the enemy fliers before they could get airborn, flattening trenches with earth magic, the circus managed to reduce the advantage of overwhelming numbers and merciless machines.
Even giant enemy crab tank-robot is powerless against a triple tag of artillery shelling, a field cannon from below and an anti-tank rifle shot right into the weak spot.
An extreme successful job... but what will they have waiting for them as they go back to the town of Talleres?
Rolled at random, and another Circus took the following job:
Does not seem like a job the Unluckies would take. So time to make another Flying Circus! This will be good, because this means there will be more people to smooch/fight/fight-smooch when they get to Talleres!
House Borel
Roundel: A thaler against the aurora borealis Playbook: Scion, Worker
Goal: have House Borel recognized as the true claimants to the old throne of the Kingdom of Morane, unlike those usurpers from House Saulnier. By whom? Other nobles, of course.
Might: +1 (a few beautiful cruel nobles with delusions of being warrior-kings of old in extremely nice planes) Warrior Caste (+3D a single time when rolling Sovereignty + Territory to train and levy troops by taking from noble scions)
Territory: +1 (the Borel estate) Cultural Tradition (Add a +2d bonus when rolling Territory + Treasure to temporarily raise Sovereignty.)
Sovereignty: +1 (Workers, bosses and scheming cousins) Mass Appeal (When rolling Territory + Treasure to raise Sovereignty, or Sovereignty + Territory to raise Might, reduce any Difficulty by 1.)
Treasure: +1 (The wine cellar is running quite dry) Payoff (Your Company gains a temporary +2 bonus to Treasure this month and a temporary +2 bonus to Territory next month.) Unbalanced Economy (+2 Treasure on Summer and Autumn, -1 Treasure on Spring and Winter)
Influence: +1 (Noble families respect them)
House Borel is an odd Circus. A few cousins from an ancient noble family branch that colonized Hanriot with little skill but damn good planes, and a small army of servants and workers; they operate pretty much like a company, flying in, spending all time drinking and doing air races while the peasantry gets the stuff done and earns the pay. This is exactly the kind of job House Borel loves to "do".
We try Improve the Culture as the closest to building infrastructure. That is a Territory + Treasure check, difficulty 1 but lowered by Mass Appeal. So, 1+1, then -1 from being Spring, +2 from Payout.
9,4,3 not a single set! It seems they were not able to do it! Something went wrong on the job.
Well, it failed. Turns out the reason why the job was to be done at night? It was a scab job and this was to hide it from the striking workers! House Borel finds itself in trouble as their own employees join the strike!
So let's make two new jobs, one for the Flying and other for Groundlings:
The families of Talleres send every spring a few planes of food every Spring as soon as snow melts to the isolated town of Duera. They are late but there is still heavy snowfall… (Talleres/Duera, Weather, Long journey, 21 thaler)
This is a simple escort job, just to show passage of time and expand the world of our Hanriot.
The striking workers of the bauxite mines fear that the company reactivating the complex is going to use force to break the strike after scabbing failed. They have gathered enough coin to hire a circus to patrol the mines for a week or so. (Talleres' poor, 16 thaler)
Now this is getting interesting. House Borel has fucked up and lost most of its works to the striking locals... but the company exploring the mines will not give up, will they? The workers believe they are in danger and would like some tanks to scare bosses off. Boss hate tanks; don't believe me, bring one the next time you want to renegotiate a contract.
Anyway, nothing will happen, right? Right?
Well, anyway, first it is time to get some girls and hit on some drinks. We have House Borel pilots lashing at each other in town and a strike happening in the aerodrome. This will be fun.
