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Characters / Flying Circus

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A list of playbooks and other characters from Flying Circus.

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 High Fantasy. Almost every element of their playbook is a Shout-Out to Luke Skywalker from Star Wars.

  • Armor-Piercing Response: 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.
  • Deceptive Legacy: 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.
  • 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.
  • Farm Boy/Gal: It's in the name.
  • Instant Expert: 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.

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 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."

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 literally toxic.

  • Cool Mask: Their background comes with suggested options for the Survivor's mask, such as whether it's military, civilian, or improvised.
  • 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.)
  • Escape Artist: 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."
  • Go Mad from the Isolation: One of the reasons a Survivor has for leaving their city (besides the obvious) is feeling "too lonely", and one of their Temperaments, Feral, says that "You’ve sorta forgotten how to be."
  • No Social Skills: The starting move Masked puts disadvantage on the moves Get Real or Press the Issue whenever the Survivor is wearing 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.
  • Post Apocalyptic Gasmask: 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.
  • Shy Finger-Twiddling: A Baggage option for Survivors is "A habit of hand-wringing when nervous," which can manifest as finger twiddling, amongst other nervous habits.
  • Socially Awkward Hero: 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.

The Skyborn

The Skyborn originate from a culture of people who live in the sky. They are the Fantasy Counterpart Culture to Europe's nomadic cultures, especially the Romani, along with modern-day India.

  • Pirate Parrot: 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.
  • Intrepid Merchant: One of the Skyborn Temperaments is a Trader, and one of the assets is owning a small trade balloon, complete with a crew of 4.
  • Roguish Romani: Considering the Skyborn are essentially Romani Sky Pirates, there is a bit of this at play (with the Trickster Temperament being close to evoking this). That said, besides a handful of flavor text implying a slightly roguish attitude of Skyborn, they aren't necessarily "more" roguish than their fellow pilots (who are encouraged by the manual to be lager-guzzling, tavern-trashing, sex-crazed degenerates).
  • Sky Pirates: Their artwork and Move descriptions draw from a swashbuckling aesthetic, which interplays with the Skyborn's life on airships.
  • Sky Romani: Are the universe's equivalent to the Romani, with them being Sky Pirates 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.

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.

  • Family Man: 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.
  • Instant Expert: Like the Farmer, the Worker can learn other Playbook moves with the Open Mind skill.
  • Punch-Clock Hero: 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.
  • Team Dad: 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 Team Mom if the Worker is female.
  • Wise Beyond Their Years: Is the reason they still serve as a Team Dad or Team Mom 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.
  • Working-Class Hero: 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.

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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