Name: Name:
Nickname: Make:
Nationality: Model:
Honorary title: Colour:
Age: Gender: Distinctive features:
Distinctive features:
Previous owners:
Personality:
Aftereffects:
When you reach 10 Nostalgia points, you decide to stop flying.
Missions Nostalgia Explain why (see p. 42). PUSH system
In 2 attempts: +2 Glory
In 3 attempts: +1 Glory 0 1 2 3 4 5 6 7 8 9 10 Whenever your character attempts something you • 7+: Failure
In 4 attempts or more: +0 Glory
consider dramatically interesting, roll 1d6. This die is • 5 or 6: Strong Success
11 called the Initial Die. On a result of 4 or less, you can
12 Nickname + Hope Rising star Ace Ace of Aces Legend Myth
choose to roll your Push Die (1d6) to add to the Initial • 4-: Weak Success
13 6 12 18 24 30 36
Die result.
14 You can use (and check off) certain Perks (before or
15 3 9 15 21 27 33 You can (if you wish) roll the Push Die several times in after dice rolls, as specified by the Perk) to influence
16 succession as long as the sum of the dice is 4 or less, the result of the attempt.
21 and stop whenever you like. No Perk can be used more than once in a Mission.
Glory Every 3 Glory points, you gain a Perk (see p. 36 – 37). You earn an honorary title every 6 Glory points.
22
23
24 Pilot Perks Circle the ones you gain, check them off when you use them. Aircraft Perks Circle the ones you gain, check them off when you use them.
25 5
26
Calm. You are extraordinarily unflappable. Military-grade weapons (Combat only). State-of-the-art machine guns. For one attempt, a Weak
31 Reduce the Push Die value by 2. Use after a Push Die roll. Success becomes a Strong Success. Roll 1d6. On a 4, 5 or 6, increase Nostalgia by 1 point.
32
33 Courage. You know how to push your limits without losing control. Armor (Combat only). Protective plates located in the right places on your aircraft. For one attempt,
34 You can change the final result of one attempt by +1 or -1.
4 a Weak Success causes the Mission to lose 1 Challenge point, but you lose no Gauge points.
35
36 Use after the final result of the attempt.
Intuition. You have a sixth sense – a combination of experience and luck.
41 Use it to avoid losing 1 Gauge during an attempt. Maneuverability. More responsive flaps and control surfaces for acrobatic maneuvers.
42
Daredevil. You don’t hesitate to push yourself and your machine to the limit to 3 Roll the Push Die again. Keep the new result.
43
44 achieve the incredible. After one attempt, simultaneously roll the Initial Die and Speed. More powerful propellers and more streamlined fuselage increase your aircraft’s speed.
45 the Push Die. Keep the attempt of your choice (the 1st or the 2nd). Roll the Initial Die again. Keep the new result.
46
51
Diary (Memories only). This notebook, full of photos and writing, is your cure for 2 Navigation equipment. On-board equipment for better piloting of your aircraft. The Push Die may
52 melancholy. Each time you trigger a Memory, roll 1d6. On a 5 or 6, you don’t not exceed 3 (any result exceeding 3 remains a 3). Use before a Push Die roll.
53 increase Nostalgia points. It does not prevent the increase in Nostalgia when
Engine. The lungs of your machine, powerful and well maintained, designed for the Schneider
54 you trigger a Flashback.
55 Trophy. For one attempt, the Failure threshold increases to 8 and the Strong Success threshold
56 Secret base (Memories only). A secluded place where you can rest in peace, 1 becomes 5–7 instead of 5–6.
61 away from prying eyes. During a Memory, either regain 1 additional Gauge
Parachute (cannot be obtained at pilot creation). The parachute offers your pilot a chance of
62 point or refresh an additional Perk.
survival should their Gauge fall to 0. When you use this Perk, roll 1d6. On 4, 5 or 6, you eject in time
63
to survive the destruction of your aircraft. As a result of this traumatic experience and some time off,
64 0 you’re hardened and your Gauge rises to 5, but your character increases Nostalgia by 1 and suffers
65
66 Gauge a physical or psychological aftereffect. What is it?