Episode 1 – Meet the New Guys

 

Take off from Pan-Am base at Cavite, pilots have to make an AVERAGE (7) Ship’s Agility + Piloting roll as they climb above roiling squall below them. Shortly after take off, the radio operator picks up a signal from Cavite that it is under attack, followed quickly by several other attack reports throughout area. On an AVERAGE (7) Intelligence + Perception / Deduction roll the pilots keep this information to themselves to keep from panicking the passengers. A second roll of the same skill decides to switch destination to Balikpapan.

 

Shortly after changing course, everyone gets to make roll against a HARD (11) Alertness + Perception / Sight difficulty to notice approaching fighters. Anyone not on flight deck suffers a two-step penalty to skill due to restricted field of vision. A successful AVERAGE (7) Intelligence + Perception / Tactics, Intuition, or Deduction roll thinks to turn into the Japanese attack. A follow on FORMIDABLE (15) Ship’s Agility + Piloting roll surprises the approaching fighters and avoids most of the Japanese fire. Another AVERAGE (7) Intelligence + Perception / Tactics, Intuition, or Deduction roll thinks to dive into the squall.

 

After entering squall it takes a FORMIDABLE (15) Ship’s Agility + Piloting roll is needed to recover control after normal movement begins again. Engineer has to make AVERAGE (7) Intelligence + Mechanical Engineering roll to determine that the damaged engine can not be repaired in flight. An EASY (3) Intelligence + Perception / Tactics, Intuition, or Deduction roll knows to change course to Davao. Doctor has to make standard rolls to assist with wounded.

 

Spotting non-human nature of giant sailing ship requires a HARD (11) Alertness + Perception roll with binoculars giving a two step bonus to statistic. On realizing ship crews are not human, it takes a HARD (11) Intelligence + Perception / Intuition, or Deduction roll to develop the hypothesis that the non-humans are related to Lemurs.

 

Landing the plane is a HARD (11) Ship’s Agility + Piloting roll. As the skiff approaches it takes an AVERAGE (7) Intelligence + Empathy/Deduction/Intuition Roll to appear friendly. It will take a second roll of the same skill to begin ‘Pointee-Talkee’ communication. Agreeing to go with the locals requires an AVERAGE (7) Willpower + Discipline roll.

 

After being taken to meet Davao leadership, an AVERAGE (7) Alertness + Perception / Hearing roll will hear enough of when the Sky Priest offers his prayer that he is speaking Latin. A HARD (11) Intelligence + Linguistics roll will establish communications.

 

An AVERAGE (7) Intelligence + Mechanical Engineering roll will deduce that a part on the damaged engine is beyond repair. As shore party is taken around village, they remember a metal working facility. It takes another AVERAGE (7) Intelligence + Mechanical Engineering roll to determine that the facility is capable of fabricating the part.

 

It takes a HARD (11) Intelligence + Mechanical Engineering roll to explain the part well enough for the local to make the part. In order to pay for the work, requires an AVERAGE (7) Intelligence + Influence roll (and one Plot Point to have a mirror on hand) to barter for the needed metal work.

Repairing the engine is an AVERAGE (7) Intelligence + Mechanical Engineering roll. Once the engine is repaired, a HARD (11) Intelligence + Influence roll to offer a flight to the local leadership. The actual test flight will require an AVERAGE (7) Ship’s Agility + Piloting roll to take off and another test of the same skill to land.