Friday, March 24, 2017

Their Finest Hour- Associations of Heroism on the Home Front



The setting of “Their Finest Hour” has the same abundance of riches as Victoriana, specifically a never ending supply of fantasy tropes and the historic events of World War II on which to build adventures. This sea of possibilities could drown some parties, but Associations throw out the life preserver of campaign themes. Associations bring characters together, introduce adventure hooks, and define campaign frames making everything clearer, sharper, and specific. Here are a couple Associations for Their Finest Hour:

Air Raid Precautions (ARP)
Faced with the threat of a war with Germany, the British government founded an organization called Air Raid Precautions in 1937, and local City Councils asked for volunteers to fill its ranks. Civilian men and women (some still teenagers, others too old for military service) joined taking responsibility for their towns and city streets.  ARP’s members enforce blackout procedures, coordinate aid and rescue, and lead their neighbors through the dangerous nights of the Blitz.

Citizens recognize ARP volunteers by their white armband (with ARP in black), gasmask, and steel helmet lettered to designate the wearer’s role in the organization (“W” for Warden, “SP” for stretcher party, “A” for ambulance drivers etc.). Wardens, knowing the area and occupants, ushered crowds into air raid shelters, reported damage, lead recovery and rescue missions until authorities arrived, and helped survivors get badly needed aid (food, water, housing etc.). Rescue Parties (helmet marked “R”) search rubble and bombed out buildings, dig out survivors, and demolish buildings made unsafe by bombing.  The youngest members, as young as 14, act as Messengers, (helmet marked “M”) reporting by bicycle to the local ARP Controller and bringing back instructions.
Teams helped wherever needed, reinforcing the overwhelmed ARP members of towns badly bombed, and braving dangerous terrain to find the lost.

Skills: Athletics, Dodge, Drive Automobile, Medicine, Might, Streetwise,
Privileges: Ear of the Street, Local Hero,

No. 65 Squadron RAF
In readiness of the constant attacks in Southern England, RAF scattered their squadrons along the coast, to intercept flights of German bombers. Swarms of Spitfires and Hurricanes daily fought the clouds of Messerschmitts protecting Hinkel He Bombers. Royal Air Force pilots stationed in the airfields of the southern coast fended off as many as 4 sorties a day. The dangers of flying and of enemy contact, led to heavy casualties. The RAF’s filled ranks with patriotic men of all classes, exiles of the European continent, and entire squadrons from the allied countries. The RAF Volunteer Reserve brought many lower and middle class men into the air, although the RAF’s reputation as a social club for daredevil upper class gentlemen remains.

From Hornchurch Airfield east of London the No. 65 Squadron awaits the call from Sector D HQ to fly for their country. As part of the No. 11 Group, the Squadron protects London from bombing runs. The pilots of the 65 fly brand new Spitfires, the sleek, fast-climbing fighter powered by the mysteriously powerful and advanced “Merlin” engine.
No. 65 Squadron consists of 12 planes and 18 pilots. A dedicated ground crew maintains each spitfire after every mission, rearming the eight machine guns, refueling tanks, repairing damage, and refilling the oxygen tanks.

Skills: Ad-hoc Repair, Aviation*, Craft (Air Craft), Gunnery**, Navigation, Perception,
Privileges: Military Commission, Hero

*Victoriana already has the Pilot group skill, but a broad “I can fly a plane” skill (Such as Aviation) might work better considering the various types of planes in the 1940s. 
**The Gunnery Skill was introduced in the sourcebook “Marvels of Science and Steampunk”

Every time I write out a new Association, I struggle because I want to throw out plot hooks. If anything, Associations are “character hooks” to draw in players, not plot hooks to draw in characters. Rest assured these adventure ideas will find their way to light later. These four Associations from this and last week will help us as we continue with character creation. They give a use a broad framework for characters for character generation. Next, we’re moving on to the Races of Victoriana and how we can adapt the systems Class Structure to World War II.

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