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==Passive Bonuses- In Depth== In this section is a small list of bonuses ranging from Rank I to Rank III. Multi-role fighters or characters are suggested to look through the list and picked whatever bonuses they like the look of. <br/> All Ranks are expected to hit up to level V as work continues onwards on an experience system to reward players with a form of advancement for continuous gaming and breast groping in hot springs.<br/> Passive bonuses stack with any wingman passive bonuses that are affecting you or any other effects that are affecting you unless otherwise stated in Active Bonus effects. ===Adaptable Modifications=== Adaptable Modifications provides a base bonus to all Wits checks. Adaptable Modifications is represented in the form of variable wings like those seen on the F-14 Tomcat, electronic equip with adjustable outputs and inputs, a somewhat transformable airframe or in the case of characters the ability to keep their eye on the wider picture, keep track of all objectives or just a general overdose on coffee. *Rank I- +1 Bonus to all Wits checks. *Rank II- +2 Bonus to all Wits checks *Rank III- +3 Bonus to all Wits checks. ===Air to Air Munitions=== Air to Air Munitions provides a base bonus to all Attack checks associated to any air based target, be they planes, flying castles or dragons and shit. Air to Air Munitions takes the form of improved missile payloads, advanced locking and tracking systems, hand held weaponry that has been customized to work in airborne environments or in the case of characters themselves just a preferred preference or training towards taking down enemy aircraft. *Rank I- +1 Bonus to all Attack checks designated on air based targets. *Rank II- +2 Bonus to all Attack checks designated on air based targets. *Rank III- +3 Bonus to all Attack checks designated on air based targets. ===Air to Ground Munitions=== Air to Ground Munitions provides a base bonus to all Attack checks associated to any ground or seas based targets, be they tanks, not so flying castles or scuba diving T-Rexes and shit. Air to Ground Munitions takes the form of additional cluster bombs equipped to the air frame, anti ship missiles, heavy hand held weaponry with a lot of impact or in the case of characters themselves the ability to discern where to drop their bombs with the most effect or training towards attacking targets on the ground. *Rank I- +1 Bonus to all Attack checks designated on land or sea based targets. *Rank II- +2 Bonus to all Attack checks designated on land or sea based targets. *Rank III- +3 Bonus to all Attack checks designated on land or sea based targets. ===Defensive Construction=== Defensive Construction provides a base bonus to all Defense checks. Defensive Construction takes the form of hand held shields characters carry into battle with them, additional armor plating in vital areas (obviously not over cleavage), a heavier airframe than usual or in the case of characters themselves sheer tenacity, the ability to roll with explosions to lessen impact damage or lyrical magical bullshit. *Rank I- +1 Bonus to all Defense checks. *Rank II- +2 Bonus to all Defense checks *Rank III- +3 Bonus to all Defense checks. ===Enhanced Thrust=== Enhanced Thrust provides a base bonus to all Speed checks. Enhanced Thrust is represented by engines that have been souped up to provide an incredible max speed, a high rate of climb, airframe designs that have almost no air resistance or in the case of characters a pilot that’s capable of judging air currents to their advantage, utilize gravitational pull to gain a few extra seconds or the ability to realize when to get the hell out of hairy situation. *Rank I- +1 to all Speed checks. *Rank II- +2 to all Speed checks. *Rank III- +3 to all Speed checks. ===Perseverance=== Perseverance provides a form of damage soak that activates when certain conditions are met. Perseverance is more a state of mind than something that can be represented physically but it can be done so in the form of mechanical construction that makes the aircraft itself capable of flight in even the worst of conditions. Character wise it can easily be represented by the hotblooded pilot who pushes his unit far beyond the norm to the chagrin of mechanics or even crazier lyrical magical bullshit. *Rank I- Reduce stress damage by half on a D6 roll of 6. Always round up. *Rank II- Reduce stress damage by half on a D6 roll of 6 or 5. Always round up. *Rank III- Reduce stress damage by half on a D6 roll of 6 or 5. If damage expends a Hit on a D6 roll of 6 you remain at 1 stress and do not loose the Hit. ===Stealth Technology=== Stealth Technology provides a variety of bonuses as rank progresses. Stealth technology can be represented in a vast number of ways, most commonly at can simply be airframe design that gives off almost no signal on radar, to actual light camouflage, anti-missile chaff or in the case of characters the ability to remain almost incognito in the sky using cloud banks as cover or to remain in a heightened state of radio silence without yammering away. *Rank I- +1 to all Mobility checks associated with defense. *Rank II- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative. *Rank III- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative, +1 to Speed checks associated with interception. ===Thrust Vectoring=== Thrust Vectoring provides a base bonus to all Mobility checks. Thrust Vectoring is represented by…well…Thrust Vectoring. It can also be represented by an unstable airframe that twists and turns just by flying, a light construction that is quick and nimble or in the case of characters a daredevil pilot that loves to conduct high-g turns, a vast expanse of knowledge with maneuvers or sheer willing and shouting at the plane to turn. *Rank I- +1 to all Mobility checks. *Rank II- +2 to all Mobility checks. *Rank III- +3 to all Mobility checks.
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