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* BlueBlood: One of their Temperaments is this verbatim, with the implication that [[AnOfficerAndAGentleman they've inherited the role as the offspring of an aristocratic officer]].

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* BlueBlood: One of their Temperaments is this verbatim, with the implication that [[AnOfficerAndAGentleman [[OfficerAndAGentleman they've inherited the role as the offspring of an aristocratic officer]].
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Not an in-universe list?


* MadScientist: A way to play Students, with the various degrees sometimes slipping into MadArtist, MadDoctor, or "[[TheLastOfTheseIsNotLikeTheOthers Mad POLITICAL Scientist]]".

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* MadScientist: A way to play Students, with the various degrees sometimes slipping into MadArtist, MadDoctor, or "[[TheLastOfTheseIsNotLikeTheOthers Mad "Mad POLITICAL Scientist]]".Scientist".
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Not So Different has been renamed, and it needs to be dewicked/moved


* RoguishRomani: Considering the Skyborn are essentially UsefulNotes/{{Romani}} SkyPirates, there is a bit of this at play (with the [[TheTrickster Trickster]] Temperament being close to evoking this). That said, besides a handful of flavor text implying a slightly roguish attitude of Skyborn, [[NotSoDifferent they aren't necessarily "more" roguish than]] their fellow pilots (who are encouraged by the manual to be [[TheAlcoholic lager-guzzling]], [[BarBrawl tavern-trashing]], [[ReallyGetsAround sex-crazed]] [[ArmyOfThievesAndWhores degenerates]]).

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* RoguishRomani: Considering the Skyborn are essentially UsefulNotes/{{Romani}} SkyPirates, there is a bit of this at play (with the [[TheTrickster Trickster]] Temperament being close to evoking this). That said, besides a handful of flavor text implying a slightly roguish attitude of Skyborn, [[NotSoDifferent they aren't necessarily "more" roguish than]] than their fellow pilots (who are encouraged by the manual to be [[TheAlcoholic lager-guzzling]], [[BarBrawl tavern-trashing]], [[ReallyGetsAround sex-crazed]] [[ArmyOfThievesAndWhores degenerates]]).

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* ConspicuousConsumption: Although a Scion can spend the Estate Wealth to get out of any jam, the fact the money has to come from *somewhere* results in an according drop in the level of their Estate Wealth. Even moreso, the book makes it clear that the only way a Scion can cough up that much cash at the drop of a hat is due to [[IntimidatingRevenueService shaking it out of a LOT of their subjects]], which, if done too often, [[TorchesAndPitchforks causes said subjects to fight back]].



* RealityEnsues: Although a Scion can spend the Estate Wealth to get out of any jam, the fact the money has to come from *somewhere* results in an according drop in the level of their Estate Wealth. Even moreso, the book makes it clear that the only way a Scion can cough up that much cash at the drop of a hat is due to [[IntimidatingRevenueService shaking it out of a LOT of their subjects]], which, if done too often, [[TorchesAndPitchforks causes said subjects to fight back]].

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* BlueAndOrangeMorality: The Fishers worship of their gods gives them [[TheFatalist a fatalistic outlook on life]], and their worship ceremonies are [[BurnTheWitch looked on with fear by inlanders]].

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* BlueAndOrangeMorality: The Fishers worship of their gods gives them [[TheFatalist a fatalistic outlook on life]], and their worship ceremonies are [[BurnTheWitch looked on with fear by inlanders]]. However, they're not necessarily more "evil" for their beliefs - see "DarkIsNotEvil" below.



* {{Expy}}: Are stated to be one to [[Franchise/CthulhuMythos the Deep Ones]], complete with one of the possible starting towns for a Fisher being called [[Literature/TheShadowOverInnsmouth Innsmund]], while also acting as a {{Foil}} to the [[MalignedMixedMarriage anti-race mixing]]/[[ScaryAmoralReligion religious intolerance]] metaphor they presented. Basically, [[OurOrcsAreDifferent comparing the Deep Ones and Fishers the way people compare types of Orcs]] would have the Deep Ones being Type 1 AlwaysChaoticEvil monsters, and the Fishers being Type 2 [[VideoGame/WarCraft WarCraft-style]] beings (not necessarily in the ProudWarriorRace sense, but in the "not automatically fitting human preconceptions and [[FantasticRacism bigotry]]" sense).

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* {{Expy}}: Are stated to be one to [[Franchise/CthulhuMythos the Deep Ones]], complete with one of the possible starting towns for a Fisher being called [[Literature/TheShadowOverInnsmouth Innsmund]], while also acting as a {{Foil}} to the [[MalignedMixedMarriage anti-race mixing]]/[[ScaryAmoralReligion religious intolerance]] metaphor they the original Deep Ones presented. Basically, [[OurOrcsAreDifferent comparing the Deep Ones and Fishers the way people compare types of Orcs]] would have the Deep Ones being Type 1 AlwaysChaoticEvil monsters, and the Fishers being Type 2 [[VideoGame/WarCraft WarCraft-style]] beings (not necessarily in the ProudWarriorRace sense, but in the "not automatically fitting human preconceptions and [[FantasticRacism bigotry]]" sense).



* Glorious Leader: A commonality of Believers is having a capital-L Leader, whether as [[JustTheFirstCitizen a political firebrand rallying like-minded ideologues]] or [[DarkMessiah a religious figurehead who holds sway over their followers]] - two options for a Believer's baggage include [[CultOfPersonality a framed picture of or a book written by the Leader]].

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* Glorious Leader: GloriousLeader: A commonality of Believers is having a capital-L Leader, whether as [[JustTheFirstCitizen a political firebrand rallying like-minded ideologues]] or [[DarkMessiah a religious figurehead who holds sway over their followers]] - two options for a Believer's baggage include [[CultOfPersonality a framed picture of or a book written by the Leader]].



* VideoGameCrueltyPunishment: If a Scion drops their Estate Wealth to -3 (by either [[GuiltBasedGaming neglecting care]] or [[VideoGameCrueltyPotential overtaxing]], [[TorchesAndPitchforks a peasant revolt is kicked off]].

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* VideoGameCrueltyPunishment: If a Scion drops their Estate Wealth to -3 (by either [[GuiltBasedGaming neglecting care]] or [[VideoGameCrueltyPotential overtaxing]], overtaxing]]), [[TorchesAndPitchforks a peasant revolt is kicked off]].


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* WiseBeyondTheirYears: Is the reason they still serve as a TeamDad or TeamMom to the other pilots, even when they themselves are in their youth (or even younger than their fellow pilots) - it's explained as the duties of working for their dependents has forced them to "grow up" much faster than the more free-wheeling and irresponsible types who usually make up pilots.
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* RoguishRomani: Considering the Skyborn are essentially {{Romani}} SkyPirates, there is a bit of this at play (with the [[TheTrickster Trickster]] Temperament being close to evoking this). That said, besides a handful of flavor text implying a slightly roguish attitude of Skyborn, [[NotSoDifferent they aren't necessarily "more" roguish than]] their fellow pilots (who are encouraged by the manual to be [[TheAlcoholic lager-guzzling]], [[BarBrawl tavern-trashing]], [[ReallyGetsAround sex-crazed]] [[ArmyOfThievesAndWhores degenerates]]).

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* RoguishRomani: Considering the Skyborn are essentially {{Romani}} UsefulNotes/{{Romani}} SkyPirates, there is a bit of this at play (with the [[TheTrickster Trickster]] Temperament being close to evoking this). That said, besides a handful of flavor text implying a slightly roguish attitude of Skyborn, [[NotSoDifferent they aren't necessarily "more" roguish than]] their fellow pilots (who are encouraged by the manual to be [[TheAlcoholic lager-guzzling]], [[BarBrawl tavern-trashing]], [[ReallyGetsAround sex-crazed]] [[ArmyOfThievesAndWhores degenerates]]).



* [[SpaceJews Sky Romani]]: Are the universe's equivalent to the {{Romani}}, with them being SkyPirates to reflect their nomadic nature in a world without roads, and representing their status as immigrants to Germany and other European nations during the emulated time period.

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* [[SpaceJews Sky Romani]]: Are the universe's equivalent to the {{Romani}}, UsefulNotes/{{Romani}}, with them being SkyPirates to reflect their nomadic nature in a world without roads, and representing their status as immigrants to Germany and other European nations during the emulated time period.

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* FarmBoy: It's in the name.

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* FarmBoy: [[FarmBoy Farm Boy/Gal]]: It's in the name.



* BlueBlood: One of their Temperaments is this verbatim, with the implication that [[AnOfficerAndAGentleman they've inherited the role as the offspring of an aristocratic officer]].
* FakeUltimateHero: The "Blowhard" Temperament has the Soldier have [[GuileHero +4 in Keen and Calm]], but [[DirtyCoward -3 in Hard and Daring]], with the description saying "[[BlatantLies ...and that’s why I’m history’s greatest soldier.]]"



* BlueAndOrangeMorality: The Fishers worship of their gods gives them [[TheFatalist a fatalistic outlook on life]], and their worship ceremonies are [[BurnTheWitch looked on with fear by inlanders]].



* {{Expy}}: Are stated to be one to [[Franchise/CthulhuMythos the Deep Ones]], complete with one of the possible starting towns for a Fisher being called [[Literature/TheShadowOverInnsmouth Innsmund]], while also acting as a {{Foil}} to the [[MalignedMixedMarriage anti-race mixing]]/[[ScaryAmoralReligion religious intolerance]] metaphor they presented. Basically, [[OurOrcsAreDifferent comparing the Deep Ones and Fishers the way people compare types of Orcs]] would have the Deep Ones being Type 1 AlwaysChaoticEvil monsters, and the Fishers being Type 2 [[VideoGame/WarCraft WarCraft-style]] beings (not necessarily in the ProudWarriorRace sense, but in the "not automatically fitting human preconceptions and [[FantasticRacism bigotry]]" sense).




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* ScaryDogmaticAliens: Are certainly perceived as such by "inlanders", although this is has more to do with [[FantasticRacism them leaping to conclusions out of a paranoid fear of their rituals]] than any proof that the Fishers are more or less evil than they are.



* GoMadFromTheIsolation: One of the reasons a Survivor has for leaving their city (besides [[DeadlyGas the]] [[AfterTheEnd obvious]]) is feeling "too lonely", and one of their Temperaments, Feral, says that "[[{{Understatement}} You’ve sorta forgotten how to be]]."



* IntrepidMerchant: One of the Skyborn Temperaments is a Trader, and one of the assets is owning a [[CoolAirship small trade balloon]], complete with a crew of 4.
* RoguishRomani: Considering the Skyborn are essentially {{Romani}} SkyPirates, there is a bit of this at play (with the [[TheTrickster Trickster]] Temperament being close to evoking this). That said, besides a handful of flavor text implying a slightly roguish attitude of Skyborn, [[NotSoDifferent they aren't necessarily "more" roguish than]] their fellow pilots (who are encouraged by the manual to be [[TheAlcoholic lager-guzzling]], [[BarBrawl tavern-trashing]], [[ReallyGetsAround sex-crazed]] [[ArmyOfThievesAndWhores degenerates]]).




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* [[SpaceJews Sky Romani]]: Are the universe's equivalent to the {{Romani}}, with them being SkyPirates to reflect their nomadic nature in a world without roads, and representing their status as immigrants to Germany and other European nations during the emulated time period.



* BadassBookworm: A Believer can take the "Intellectual" Temperament, and a description of what they look like says that "(Their) Hands (are) equally at home with pistol or pen."
* BombThrowingAnarchist: A possible belief for Believers to have is “Abolish all hierarchy," and the art has one of the believers in a paramilitary uniform with a [[UsefulNotes/{{Anarchism}} Red/Black Flag Armband]] who looks ripped out of the [[VideoGame/KaiserreichLegacyOfTheWeltkrieg Commune of France, Union of Britain, or Combined Syndicates of America]]
* ChurchMilitant: Believers can be this, with special mention to members of [[UsefulNotes/TheProtestantReformation the in-universe equivalent to Protestantism basically launching their own version of the Reformation]]. However, it's also possible for Believers to not be part of a religious group (or to [[NayTheist outright hate religion]]), while being just as-charged over their political ideology of choice.



* TheFundamentalist: Their entire concept incentives fundamentalist behavior, with their Idealist starting Move encouraging them to Break Trust or suffer hardship so to not break their Convictions, even when it's advantageous to do otherwise.

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* TheFundamentalist: Their entire concept incentives fundamentalist behavior, behavior (even if their belief isn't in a religion, but a political ideology), with their Idealist starting Move encouraging them to Break Trust or suffer hardship so to not break their Convictions, even when it's advantageous to do otherwise.otherwise.
* Glorious Leader: A commonality of Believers is having a capital-L Leader, whether as [[JustTheFirstCitizen a political firebrand rallying like-minded ideologues]] or [[DarkMessiah a religious figurehead who holds sway over their followers]] - two options for a Believer's baggage include [[CultOfPersonality a framed picture of or a book written by the Leader]].
* RedArmbandOfLeadership: One of the clothing options for a Believer is an armband designating the faith/ideology they support. TruthInTelevision, as many European political parties had their members and supporters wear armbands, and it was only when ThoseWackyNazis came into power that [[PuttingOnTheReich the subsequent association with them]] caused the practice to fall out of style.
* StrawmanPolitical: If a Believer is motivated by political ideology over faith, they will certainly push that ideology (or at least the degree on which they insist others follow that ideology) to its extremes.



* FakeAristocrat: The "Charlatan" Temperament (as well as a Baggage option saying "You aren't in full control of the state." and "You're not as noble as you pretend to be.") can have a Scion being not a "real" noble (with the Charlatan's flavor text having them say [[AdoptedIntoRoyalty they were adopted]]).
* RealityEnsues: Although a Scion can spend the Estate Wealth to get out of any jam, the fact the money has to come from *somewhere* results in an according drop in the level of their Estate Wealth. Even moreso, the book makes it clear that the only way a Scion can cough up that much cash at the drop of a hat is due to [[IntimidatingRevenueService shaking it out of a LOT of their subjects]], which, if done too often, [[TorchesAndPitchforks causes said subjects to fight back]].




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* TorchesAndPitchforks: A Scion can end up causing this, either becuase the let their Estate Wealth fall into -3, or because they didn't keep up their end of the bargain in incorporating a new town.
* VideoGameCaringPotential: A Scion can reinvest their earnings back into their Estate (by either 15 Thaler, goods equivalent to the cost, or [[LoyaltyMission a pro-bono mission for the Estate]]), raising their Wealth level accordingly.
* VideoGameCrueltyPunishment: If a Scion drops their Estate Wealth to -3 (by either [[GuiltBasedGaming neglecting care]] or [[VideoGameCrueltyPotential overtaxing]], [[TorchesAndPitchforks a peasant revolt is kicked off]].



* PunchClockHero: The playbook is inclined so that at least initially, the Worker is only piloting for the Flying Circus to provide for their Dependents back home. That can change as the game continues.



* TeamDad: The core rulebook literally uses the words "Team Dad" and remarks that the Worker can also be a real dad...or daddy.

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* InstantExpert: Like the Farmer, the Worker can learn other Playbook moves with the Open Mind skill.
* PunchClockHero: The playbook is inclined so that at least initially, the Worker is only piloting for the Flying Circus to provide for their Dependents back home. That can change as the game continues.
* TeamDad: The core rulebook literally uses the words "Team Dad" and remarks that the Worker can also be a real dad...or daddy. Also counts as TeamMom if the Worker is female.


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* ADegreeInUseless: Averted - barring [[StarvingStudent the mandatory "crippling debt" Baggage]], any Student degree can be potentially useful. While [[TheEngineer Engineering]] and [[TheMedic Biology and Medicine]] are self-explanatory, an [[StarvingArtist Arts & Literature degree]] can help create master-level paintings and books, [[CrusadingLawyer Politics & Law]] lets a Student [[ReadTheFinePrint write airtight work contracts]] (useful if the [[ILied quest giver tries to go back on their initial deal]]), and [[TheShrink Clinical Psychology]] can [[MultiplePersuasionModes add bonuses to any social rolls]].


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* MadScientist: A way to play Students, with the various degrees sometimes slipping into MadArtist, MadDoctor, or "[[TheLastOfTheseIsNotLikeTheOthers Mad POLITICAL Scientist]]".
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* {{Expy}}: Not to the blatant extent of the Farmers, but the art for the witches shows one in very similar attire to [[KikisDeliveryService Kiki]] - a girl in blue dress, with a brown knapsack and a red hairbow, complete with a [[FlyingBroomstick broomstick]].

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* {{Expy}}: Not to the blatant extent of the Farmers, but the art for the witches shows one in very similar attire to [[KikisDeliveryService [[Anime/KikisDeliveryService Kiki]] - a girl in blue dress, with a brown knapsack and a red hairbow, complete with a [[FlyingBroomstick broomstick]].
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* CastFromHitPoints: If a Witch uses Blood Magic, it inflicts 1 Injury on a Success, 2 on a Partial Success, and 3 on a Miss - the player can ask the GM to give them something else, [[BeCarefulWhatYouWishFor but the GM MUST make it WORSE than the injuries]].
* ElementalPowers: The bread-and-butter of a Witch's magic, with it divided into "Six Natures" - [[DishingOutDirt Earth]], [[MakingASplash Water]], [[PlayingWithFire Fire]], [[BlowYouAway Air]], [[ExtraOreDinary Iron]] and [[BloodMagic Blood]].
* {{Expy}}: Not to the blatant extent of the Farmers, but the art for the witches shows one in very similar attire to [[KikisDeliveryService Kiki]] - a girl in blue dress, with a brown knapsack and a red hairbow, complete with a [[FlyingBroomstick broomstick]].
* DoesNotLikeMen: A way to play a Witch, as one of the options for establishing Trust is to trust everyone EXCEPT the men.


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* LuddWasRight: Something most Witches believe in (especially after the various {{DoomsdayDevice}}s made by said technology [[ApocalypseHow blew up the world]] and [[GaiasLament painfully scarred The Wild]] (and made some of it [[GaiasRevenge go on the warpath with humanity]]), and their other option for establishing trust - the Witch asks every other player what they put their faith in - if they answer that they believe in some sort of technology (like [[CoolPlane their plane]], [[ICallItVera their gun]], [[ForScience science itself]], etc.), [[ScienceIsBad the Witch will NOT trust them]], and trust everybody who puts their faith in someone else.
* OneGenderRace: PlayedWith - While the backstory for Witches is written with this in mind (with the manual saying witches have some of their ideas in "[[UsefulNotes/{{Feminism}} Political Lesbianism]]", i.e. separating women from male society altogether), the creators say the player shouldn't limit witches to cis-women if they don't want to.
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Revising for version 1.1.


* CoolMask

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* CoolMaskCoolMask: Their background comes with suggested options for the Survivor's mask, such as whether it's military, civilian, or improvised.



* NoSocialSkills: The starting move Masked puts disadvantage on the moves Get Real or Press the Issue whenever the Survivor is wearing a mask. This penalty represents how their reliance on their mask has impaired their social skills, and can only be overcome once the Survivor develops the ability to take off their mask and keep it off.

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* NoSocialSkills: The starting move Masked puts disadvantage on the moves Get Real or Press the Issue whenever the Survivor is wearing a their mask. This penalty represents how their reliance on their mask has impaired their social skills, and can only be overcome once the Survivor develops the ability to take off their mask and keep it off.



* TheFundamentalist: Their entire concept incentives fundamentalist behavior, with their Idealist starting Move encouraging them to break Trust or suffer hardship so to not break their convictions, even when it's otherwise advantageous to do otherwise.

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* TheFundamentalist: Their entire concept incentives fundamentalist behavior, with their Idealist starting Move encouraging them to break Break Trust or suffer hardship so to not break their convictions, Convictions, even when it's otherwise advantageous to do otherwise.

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Farmers are the most straight-forward background, most suited for the classical heroes of HighFantasy. Almost every element of their playbook is a ShoutOut to Luke Skywalker from Franchise/''StarWars''.
* DeceptiveLegacy: The Farmer has a Destiny Special Move, which triggers if it's revealed narratively that the pilot had a secret legacy. With this Move, the player can either switch to The Scion playbook or the Farmer can reject their heritage in exchange for XP.

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Farmers are the most straight-forward background, most suited for the classical heroes of HighFantasy. Almost every element of their playbook is a ShoutOut to Luke Skywalker from Franchise/''StarWars''.
''Franchise/StarWars''.

* ArmorPiercingResponse: With One in a Million, not only can a perfect hit be physical, but such a "hit" can be verbal, allowing A Farmer to hit other characters with the exact right statement.
* DeceptiveLegacy: The A Farmer has a Destiny Special Move, which triggers if it's revealed narratively that the pilot had a secret legacy. With this Move, the player can either switch to The Scion playbook or the Farmer can reject their heritage in exchange for XP.




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* InstantExpert: In homage to Luke Skywalker' fast Jedi training, a Farmer has several moves that allow them to access Mastery moves sooner than other playbooks, such as Here Goes Nothing and Trust Your Instincts.



























* StarvingStudent: Mandatory with the Student background is the "crippling debt" Baggage. Even in a fantasy world, college students can't afford debt.

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* StarvingStudent: Mandatory with the Student background is the "crippling debt" Baggage. Even in a fantasy world, college students can't afford debt.
struggle with school loans.


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* {{Determinator}}: Survivors are resilient overall, especially if they have the Tough It Out move, which allows a pilot to never pass out from Injury. The move’s name implies that the pilot can stay conscious indefinitely from either willpower or supernatural force. (Keep note that even with this Move, the Injury’s penalties keep on increasing, and the Move does not protect planes from crashing.)

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The Fishers are a background of supernatural sea people who practice blood worship toward the Deep Ones and are often confused why the other humans are creeped out by that. They allegorically concern the "queer reclamation of the monstrous."

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The Fishers are a background of supernatural sea fish people who practice blood worship toward the Deep Ones and are often confused why the other humans are creeped out by that. They allegorically concern the "queer reclamation of the monstrous.""
* DarkIsNotEvil: While The Fisher may worship dark master and use their own blood in rituals, none of this make them more or less evil than the other humans.



* FishPeople: They aren't called ''Fish''ers without a reason, their blue skin and gills being the surface of their ocean features.

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* FishPeople: They aren't called ''Fish''ers without a reason, their blue gray skin and gills being the surface of their ocean oceanic features.

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* IJustShotMarvinInTheFace: While a success with the move Trigger Discipline does boost the move Press the Issue, rolling a miss results in pulling the trigger, even if that isn't the player's intention.



* PirateParrot: One of the Skyborn's possible Assets is a "a pet bird, who knows a few words," which could be the setting's equivalent to the bird.



* ScrewTheRulesIHaveMoney: The move I'm Too Good For This allows the Scion to spend Estate Wealth to turn any Move's miss to a full success, even if the GM has to retroactively change the fiction to make the effect make sense. The Scion's money is that rule breaking.



* PunchClockHero: The playbook is inclined so that at least initially, the Worker is only piloting for the Flying Circus to provide for their Dependents back home. That can change as the game continues.




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* WorkingClassHero: Even more so than the Farmer, the Worker originates from the industrial working class and fuels their heroism from a combination of providing for the family and elbow grease.

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* StiffUpperLip: The Soldier's starting move is called Stiff Upper Lip but ends up being more of a {{Deconstruction}}, making them aloof and emotionally distant from their fellow pilots. Once the Soldier Burns Out enough, then they lose the move as they learn that maybe expressing their emotions is a good thing.


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* CultDefector: The Believer can be the member of a cult and choose background elements that suggest that they're drifting away from their ideology, which could result in the Believer disavowing their roots in play.


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* FamilyMan: If the Worker chooses "a number of small children" as a Dependent, he can be a father who's working at the Flying Circus so they can provide for their children back home.

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* EscapeArtist: On a full hit, the move Cornered Animal allows a pilot to bail from a scene instantly with no way to stop them. As the roll is triggered by looking for the exit, it accompanies the Survivor's Baggage of needing "to find the exits of every room."
* NoSocialSkills: The starting move Masked puts disadvantage on the moves Get Real or Press the Issue whenever the Survivor is wearing a mask. This penalty represents how their reliance on their mask has impaired their social skills, and can only be overcome once the Survivor develops the ability to take off their mask and keep it off.




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* ShyFingerTwiddling: A Baggage option for Survivors is "A habit of hand-wringing when nervous," which can manifest as finger twiddling, amongst other nervous habits.
* SociallyAwkwardHero: On one hand, the Survivor can choose from the start several heroic abilities, from being able to bail from situations to never passing out from Injury. On the other hand, they gain Stress when they have to socialize.


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* BadassBookworm: The badassery is expected as with any other playbook, with their specialty in badassery being their intellect and booksmarts.
* InsufferableGenius: The Student can be played as the smart but insufferable academic of the company. Their Researcher stat line is subtitled "Well, actually..." Even more so, the Student establishes their starting Trust by asking an obscure worldbuilding question to the other characters. Those who get it wrong are deemed "clearly an idiot" by the playbook's text.

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* DeceptiveLegacy: The Farmer has a Destiny Special Move, which triggers if it's revealed narratively that the pilot had a secret legacy. With this Move, the player can either switch to The Scion playbook or the Farmer can reject their heritage in exchange for XP.



* CoolMask



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The Skyborn originate from a culture of people who live in the sky. They are the FantasyCounterpartCulture to Europe's nomadic cultures, especially the Romani.

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The Skyborn originate from a culture of people who live in the sky. They are the FantasyCounterpartCulture to Europe's nomadic cultures, especially the Romani.
Romani, along with modern-day India.
* SkyPirates: Their artwork and Move descriptions draw from a swashbuckling aesthetic, which interplays with the Skyborn's life on airships.



* Flying Broomstick: The move As the Crow Flies allows the Witch to imbue an object with the power of flight, which could be a broomstick.

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* Flying Broomstick: FlyingBroomstick: The move As the Crow Flies allows the Witch to imbue an object with the power of flight, which could be a broomstick.

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* TheExpy: All of the Personal Moves are allusions to Luke Skywalker. In the core rulebook, the artwork for the Farmers are two people who vaguely resemble Luke and Princess Leia.

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* TheExpy: {{Expy}}: All of the Personal Moves are allusions to Luke Skywalker. In the core rulebook, the artwork for the Farmers are two people who vaguely resemble Luke and Princess Leia.



* FantasticRacism: Fishers endure bad reactions from inlanders and apostates who witness their practices or alienness, as mechanized through the starting move Creep.




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* TheFundamentalist: Their entire concept incentives fundamentalist behavior, with their Idealist starting Move encouraging them to break Trust or suffer hardship so to not break their convictions, even when it's otherwise advantageous to do otherwise.




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* BlueBlood
* SpareToTheThrone: One Baggage option is that "someone else stands to inherit," making the Scion the spare of their family's estate.




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* TeamDad: The core rulebook literally uses the words "Team Dad" and remarks that the Worker can also be a real dad...or daddy.




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* Flying Broomstick: The move As the Crow Flies allows the Witch to imbue an object with the power of flight, which could be a broomstick.
* TokenWizard: While a group can technically have more than one Witch pilot, the Witch is the only playbook in the core set to have spell-casting straight out the gate.

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* TheExpy: All of the Personal Moves are allusions to Luke Skywalker. In the core rulebook, the artwork for the Farmers are two people who vaguely resemble Luke and Princess Leia.
* FarmBoy: It's in the name.




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* ShellShockedVeteran: While many of the playbooks already incorporate trauma into their backstories, the Soldier in particular is inclined to enter the story already shell-shocked. For example, their starting move, Stiff Upper Lip, impairs their ability to Get Real.




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* FishPeople: They aren't called ''Fish''ers without a reason, their blue skin and gills being the surface of their ocean features.



* Tropes

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* Tropes
PostApocalypticGasmask: The gas mask is the Survivor's signature Asset, and it's mandatory to the Background. Whether it's military-grade, civilian, or improvised, the gas mask happens to also be more advantageous than the ones other pilots can procure.



Students are grad students from the remaining universities using their piloting careers to work on their discentation. They are intelligent if myopic.

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Students are grad students from the remaining universities using their piloting careers to work on their discentation. They are intelligent intelligent, if myopic.
* StarvingStudent: Mandatory with the Student background is the "crippling debt" Baggage. Even in a fantasy world, college students can't afford debt.
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Created page. Will add tropes later tonight.

Added DiffLines:

A list of playbooks and other characters from ''TabletopGame/FlyingCircus''.

!Backgrounds

''Flying Circus'' centers its playbooks around "Backgrounds," which provide the framework for developing the Player Characters' pre-game life and the features they start off with.

!!The Farmers

Farmers are the most straight-forward background, most suited for the classical heroes of HighFantasy. Almost every element of their playbook is a ShoutOut to Luke Skywalker from Franchise/''StarWars''.

!!The Soldiers

Soldiers are the most lethal background, more specialized for violence than any other playbook, but struggles with dealing with the world outside of violence.

!!The Fishers

The Fishers are a background of supernatural sea people who practice blood worship toward the Deep Ones and are often confused why the other humans are creeped out by that. They allegorically concern the "queer reclamation of the monstrous."

!!The Survivors

Survivors are hardcore survivalists who have escaped the poison-filled cities. They allegorize the "transgender person escaping an unwelcoming or abusive situation" which happens to be [[DeadlyGas literally toxic]].

* Tropes

!!The Skyborn

The Skyborn originate from a culture of people who live in the sky. They are the FantasyCounterpartCulture to Europe's nomadic cultures, especially the Romani.

!!The Believers

Believers are fanatics. They thrive on radicalism and their adherence to an ideology informs how they (mis)interact with outsiders.

!!The Scions

Scions are the heirs to the powerful, or what are left of the powerful after the War. They revolve over privilege and power, affording them many resources even as it alienates them from their "lessers."

!!The Workers

The Workers are the adults amongst a group of youths and come with a host of responsibilities to uphold.

!!The Students

Students are grad students from the remaining universities using their piloting careers to work on their discentation. They are intelligent if myopic.

!!The Witches

Witches are the spellcasters of the backgrounds, wielding magic and embracing the Wild. They derive their real-life roots from mystical femininity and second-wave separatism.

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