A pulp adventure roleplaying game featuring TailWinds is a roleplaying game set in 1938, where the...

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A pulp adventure roleplaying game featuring animals in aeroplanes .-..-. .-- .... . -. / --- -. -.-. . / -.-- --- ..- / .... .- ...- . / - .- ... - . -.. / ..-. .-.. .. --. .... - --..-- / -.-- --- ..- / .-- .. .-.. .-.. / ..-. --- .-. . ...- . .-. / .-- .- .-.. -.- / - .... . / . .- .-. - .... / .-- .. - .... / -.-- --- ..- .-. / . -.-- . ... / - ..- .-. -. . -.. / ... -.- -.-- .-- .- .-. -.. --..-- / ..-. --- .-. / - .... . .-. . / -.-- --- ..- / .... .- ...- . / -... . . -. --..-- / .- -. -.. / - .... . .-. . / -.-- --- ..-

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Created by Max Tortoriello

[email protected]



Alpha Version 0.4.1

Written and created by Max Tortoriello Character artwork provided by the absolutely spectacular Leah Fuhrman

Http://Altalamatox.deviantart.com/ Aircraft artwork provided by the ridiculously talented TheXHS

Http://TheXHS.deviantart.com Additional Character artwork provided by the fabulous Katie Larocco

Http://Pany-Chan.deviantart.com Tester and executive lunch-buyer: John Grinnell

Tester and all-around decent chap: Joseph Kearney Tester and generally handsome fellow: Nick Larocco Tester and senior doughnut provider: Tim Moncivaiz

Special Thanks to: Pandora Caitiff, and Chris Starr and his son

Fonts used under free use licence include:

Adventure by Neale Davidson Http://www.pixelsagas.com

Old Newspaper Types by Manfred Klein Http://www.manfredklein.de

Aardvark Caf by Harold Lohner Http://www.haroldsfonts.com

Vanilla Whale by Ray Larabie Http://typodermicfonts.com

Material herein is 2012 Max Tortoriello

Fonts and artwork are copyright their respective owners and used with permission or under free use licence This guide may be printed, distributed, or copied in its entirety, but may not be altered, sold, or copied for commercial use

Test Guide

Thank you for reading this test build of our little game, TailWinds. The rules and guide were written by one person, but the universe itself is a work of dozens. Originally created as a forum-based Roleplay, the TailWinds tabletop game has grown into something we want to share with everyone we can. We made the game with this idea in mind; that it can be taught in an afternoon to our non-game-playing friends, siblings, and parents. But we, as enthusiastic tabletop gamers ourselves, could not enjoy making a game too simple; so we also wanted it to be a deep, exciting, and roleplay-driven experience. We feel TailWinds is getting closer to becoming the game we want it to be, but its not there yet. Thats why we need and appreciate your help. Your advice, questions, and criticismstories, playtests, and characterswe learn from every piece of feedback we receive. Thank you, from all of us, for reading even this. We hope you have an interest enough to try our game, send us your insights, and most of allwe hope you have fun!

Writer, designer, and Sky Pirate Captain

--Max Tortoriello


TailWinds is a roleplaying game set in 1938, where the aeroplane is more common than the automobile, and the world is inhabited by anthropomorphic animals. The system is designed to be easy to run, simple to play, and most importantly of allfun. The game is light-hearted and silly, and often characters are more like caricatures. It is one part 1930s pulp dimestore adventure novel and one part Saturday morning cartoon show. This booklet is a list of guidelinesnot strictly rules. At the end of the day, this game is about having fun and rules should never stand in the way of that. Not everything can be covered in these guidelines, and in many instances the pilots and Flight Control (thats the narrator) have to do whatever seems most practical, most appropriate, and most entertaining. This games intention is to provide an interesting universe and a solid framework that is both engaging and simple that rewards playersand the FCfor being adventurous, creative, silly, and involved in an experience that is, when all is said and done, a game. To play the game, you will need one person acting as Flight Control to tell the story. Two to five people acting as pilots are the characters in that story. You should also have paper, pencils, note cards, enough dice (6-sided) for everyone to have a handfuland a mat, poster-board, or dry erase board to act as an Initiative line.

The Setting The universe of TailWinds is a parody of our own 1938, filled with WWII-era planes, airships, and pulp-style heroes. The aeroplane makes up a good deal of the world economy, and many successful businesses make a living manufacturing, repairing, and designing the latest aircraft of the dayfacilitated by a universal and widely-used currency, the SkyDollar. Pilots and those brave enough to take to the skies are often seen as heroes, adventurers, and modern-day knights.

The skies are divided, roughly, into six major factions- groups of pilots allied under a single banner. After the Great War, there were just the Outlawsthose that flew for only themselves; soldiers of fortune out for glory and freedom taking to the skies. Then came the Sky Piratesravenous and opportunistic scallywags capturing cargo and wealth from passing planes. To combat them rose the Agency, a division of the ICPC, an aerial police force that protects all those that brave international airspace. And among those making a living in the air are the Mafia- a worldwide crime syndicate, the KopfjgerGerman soldiers for hire, and a secretive occult organization known by some as the Illuminati. The TailWinds universe is a malleable placefacilitating whatever is needed for the current story. Pilots may find themselves solving a murder, tracking down a stolen artefact, uncovering the plot of a secret organization, battling pirates or running from the Agency. They may be helped or hindered by elements of the occult, supernaturalism, super-science, curses, and even magic. The skies of 1938 need good pilots!

The Factions Most pilots find it helpful to work together with a faction, a group that provides work, contacts, friendly airspace, and a hangar to dock your plane. Here is a brief look at some of the larger factions in the TailWinds universe. The Agency In the 1920s, American president Woodrow Quillson created the United Air Service, a police force designed to protect the skies from mafia bootleggers. Recently, the UAS was purchased wholesale by the League of Nations, becoming the International Criminal Police Commission Aerial Agency. A multinational police and detective force, the Agency specializes in enforcing laws in international airspace. It is a difficult and mostly thankless job, but the Agency is filled with some of the best and brightest mystery solvers out there. Coyote sheriffs, mongoose gumshoe, and traditional Irish bloodhounds are common and interesting characters in the Agency.

The fox pulled the throttle out and turned the yoke, causing the cockpit to rattle unsteadily. It sounded as if the plane was ready to come apart any minute. Ailerons again? the boy mumbles, leaning back in his seat and placing a heavy leather boot up against the windshield. For all the noise the plane was making he didnt look much more than annoyed- his ears folded forward and tail bristling. Reaching behind his back, Todd takes a long glass cola bottle out from a weather-beaten crate behind the seat- some leftover plunder from days past- and pops the cap off with the clip of his unfastened seatbelt. The vulpine takes a long sip of sweet soda and looks relaxed while a well-aimed bullet flies through the hull of his plane and cracks his window on impact. The deformed lead falls to the floor of the aircraft with a clatter while the young Captain Marley uses his other foot to steer into the squadron of oncoming Agency Mustangs; his face relaxed in a cheerful but lazy smirk. Good day to be a Pirate.


The Illuminati The Illuminati does not exist. The Kopfjger A German mercenary squad, the Kopfjger possesses the best trained pilots and the most advanced technology in the sky. They also have no lack of grudges. Most of the current members of the Kopfjger were Luftwaffe pilots in the Great War who opposed the Nazi regime and were exiled or had family disappear because of it. The Kopfjger is filled with pilots with something to prove; for a scorned nation, for a coloured history, and a proud lineage. Noble wolves, half-mechanical snakes, and arctic rabbits with a penchant for sniping are common and interesting characters in the Kopfjger. The Mafia Made famous by Chicagos Al Capony, the mafia is an organized criminal organization well-known in America with branches all around the world. Though there was a brief lull in the power of the outfit when Eliot Nest (the darned canaryAgency fink) took down the mafias leader for tax evasion, the family is still alive and well. Currently, the Agency believes the mafias head to be a fat cat named Giovanni the Big Cheese Ceccarelli. Today, The Big Cheese is interred at a wealthy hospital with feline leukaemia. The real power of the organization rests with his two daughters, spoiled flappers from the Jazz era, named the Calico Ceccarelli Sisters. Jimmy The Rat the Rat, British catnip-peddling foxes, and even Yakuza ferrets are common and interesting characters in the mafia. The Outlaws The outlaws are the brave and the reckless, the intelligent and the insane, the best of the best and the worst of the worst. Outlaws make up most of the pilots in the world; they function as a sort of union of the sky. They have no leader, no dues, and usually work together only for personal gain. They come from all walks of life, traders, fighters, bounty hunters, merchants