Airship Heist

The Story In Brief

Marwa "Mirage" Noor was just your average adventurer. Her Air Genasi heritage made her an accomplished theif, and she found work with an amiable group of misfits, doing good (and profitable) deeds and seeing the world.   But when a normal job on the borders of Ignia went badly wrong, her party was separated. Captured by an anti-Ignian extremist, Mirage is bailed out by famous Airship designer Jadeira, on condition she accept a job.   Jadeira's latest commission, the Jade Fury, is her greatest accomplishment yet. It's impermeable, able to extract and retrieve weapons, tech, secrets, even captives from deep in enemy territory without fear of reprisal. But not being an aggressive vessel, it's not getting as much support as she had hoped.   Marwa "Mirage" Noor has a burgeoning reputation as an accomplished sneak; if she makes a genuine effort to break into the Fury, it will be a good test of the ship's defenses as well as a public proof of her loyalty to Aurian principles.   But when Mirage penetrated the ship's vault, she found not weapons or treasure, but a prisoner. An efreet woman, dressed in rags, shivering, her flames guttering in the magically-chilled space.   As the Teeth of the Wind burst into the room, seeking the intruder, Marwa shouted the passphrase Jadeira had given her, became besties with the Earth Elemental safe, and burst through the hull of the Airship with the terrified prisoner in tow.   Now, on the run with an Efreeti princess, Mirage must find safe haven for Auria's most wanted before she can even begin tracking down her scattered party.  

Houserules:

The base system is 3 Bones by Brian Binh, but we have made some adjustments to accommodate solo play and desired challenge level.

Player Character

As a solo PC, you gain additional features:

Kith & Kin

Your Kith confers you two additional traits, one worth +1 and one worth +2. Your Kin does so as well. These traits must be related to the Kith and Kin groups they come from.
Example:
Kith: Soldier
  • Cavalry training (+2)
  • Swordsmanship (+1)
Kin: Elf
  • History of the Elderfolk (+1)
  • Woodcraft (+2)

Resource Renewal

Edge, which is expended when boosting the effects of an action. You regain Edge when you take a Long Rest. The number of Edge points regained is calculated by meeting the following objectives:
  • Learn something new about the world (+1)
  • Achieve a goal toward the current objective (+2)
  • Defeat a notable foe (+1)
  • Gain a new ally (+2)
  • Obtain a notable item (+1)
You can gain edge from the same objective more than once on the same rest.   Wind still resets on any rest, and Blood resets after a long rest (a meal and a full night's sleep).  

Rolling the Bones

When attempting an action that carries a risk of failure, roll 3d6 and take the middle number.
  • 1-3 = Failure: the situation gets worse
  • 4 = Partial success: you get only some of what you want, or there's a complication
  • 5 = Success: You get what you want
  • 6+ = Critical success - you get what you want and can narrate an additional benefit

Articles under Airship Heist



Cover image: The Magic Brush by Zsolt Kosa