Character Sheet


Stress
0​
Office Stress
0​
XP
5​

Matsura Asuka
Head Designer for Ohara Airworks
Age 24 (Legally 25)
Year 12 AF (After Flight)


Design Stats
Aerodynamics Engineering - +2
Structural Engineering - +2
Chemical Engineering - +1
Mechanical Engineering - +1
Ballistics Engineering - +1
Electrical Engineering - 0

Personal/Political Stats
Social Skills - 0
Politics Skills - 0
Importance - 2
Income - 1
Investments - Ohara

Resources
Power - 0
Wealth - 2

Designs
Type 1 Series - Military Variation (Designated T1M1)
Type 2 Racer (World Speed Record October 1910-April 1911, 180kph)
Model 2 Scout (Designated T1M2)
Navy Scout Prototype (Drowned Rat)
Dive Bomber B1M1 "Duck"
Machine Gun Carrier R1A "Dragonfly" (World Speed Record May-July 1911, 200kph)
Naval Rescue Water-Landing Supply Plane NR1M0 "Dolphin" (World speed record 240kph)
Rhino Demon Train Hunter
The world's first airliner
The world's first pulsejet airplane

Assets
Slide Rule
Computator (1 Reroll per Routine)

Languages
Albian
Gallian

Familiar Vices
Drinking
Prostitutes
Dancing

Family Life
- Engaged to Arita Yachi, formerly the leading Ace in the Imperial Army. Designated #1 Cutest Army Boy, he's having some serious problems with PTSD right now.
- Taking a second try at dating Mikami Kiho, ex-dockerwork from the south.

Upgrades
- 3 XP to upgrade a stat.

Ohara Airworks
Start Up, Imperial Capital, Akitsukuni

Owner
- Mr. Ohara, Rich. Aircraft Enthusiast. Business guy.

Engineers

Kibe Koume, 26, Office Manager
Tiny & angry, Kibe went to school in Albia, picking up the language, the religion, and a fuckload of swear words. Speaks Albian.
Mechanical +2, Ballistics +1
Office Manager: If Kibe is not assigned to a team, the Office Stress is reduced by 1.

Sakane Jun, 26, Second Team Leader
A soured patriot, Sakane is married and has a young child being raised gender-neutrally. His two brothers who fought in the war.
Structural +2, Aerodynamics +1
Team Leader: If there are any additional projects, Sakane will lead them.
Joinery: Sakane has training in the traditional Akitsukuni carpentry art of joinery, creating complex self-supporting joints with no fasteners or glue. When working with non-monocoque wooden spars or ribs, +1 Structural.

Tezuka Kenji, ???
A stoner with occasional flashes of insight. Nobody really knows what he does, but he's probably useful?
Aerodynamics +2, Chemical +1
Flashes of Brilliance: Each natural 10 rolled by any team Tezuka is assigned to gives +1 forward to the next research roll.

Hasegawa Morio, 26
A hopeless nerd with a photography habit, mostly on account of developing his own film, Hasegawa seems to do nothing but work and stack card houses, but somehow has an incredible attractive boyfriend. Speaks Gallian.
Chemical +2, Ballistic +1
Silent Workhorse: Hasegawa can work on two different projects at once for no cost to Office Stress, providing they use different stats.

Kawamura Yosai, 25.
Serially successful womanizer and incredibly attractive, Kawamura doesn't seem to have much of a personality outside of seducing women. Well, except for that time he seduced Asuka, which nobody talks about. Speaks Dyske.
Structural +2, Electrical +1, Social +1
Easily Distracted: If Kawamura is working on the same team as a female or non-binary employee, the team is at -1d10.

Koide Hatsu, 24.
One of the few female graduates of an Akitsukuni engineering school, Koide is brilliant and incredibly driven, but her first job at Akibara was both humiliating and exposed her to an abusive coworker. Her father is a rich businessman with factories in Joseon, and she's engaged to Ken from Castles of Steel. Speaks Joseon.
Mechanical +2, Structural +1
No Sleep: If you let her, Koide will work herself to death. She can work a second project for no Office Stress, but all her stats will be reduced to 1 for the routine.

Kobayashi Ayao, ???
Disowned heiress of the Kobayashi family, all Kobayashi wanted was a career and to be a modern woman. For her trouble, a cousin threw acid on her, scarring her face, neck, much of her torso, and her left arm. Despite appearing serene and above it all, she's actually an avowed communist activist and baseball player.
Aerodynamics +2, Social +2

Adachi Ren, 24
Adachi learned chemistry from her father, one of the most famous chemical engineers in the country, rather than through formal schooling. She's married, has a kid, and takes spirituality very seriously. Yes, you did the math right, she had Yuki when she was 17. It's 1912, folks.
Chemical +2, Electrical +1
Young Mother: Adachi will cause double Office Stress if she has to work multiple tasks.

Uyeno Sei, Ballistics Engineer, 31.
The oldest member of the crew, this is Uyeno's second career. Her first was as an officer in the Imperial Navy with specialized technical training: her very promising career was cut short by her transition. Her work in a naval arsenal on machine-guns landed her the job here. Briefly dated Satomi (the age range is a bit creepy but again, 1912), she's missing a piece of her ear and is deaf on that side, from an exploding cannon. Recently returned from Varnmark from experimental surgery, she's known for her skill navigating gendered bureaucracy.
Ballistic +3

Mi Kyung-Jae, 23
A recent graduate of the Imperial College of Heijo, Mi is from the recently annexed territory of Joseon. For those keeping track at home, that means he's a Korean national living in Imperial Japan in 1912. We haven't seen much of his personality because he's rightfully terrified of everything around him. He has a specialty in endurance engine design and modification. Speaks Joseon.
Mechanical +1, Chemical +1
Endurance Engines: Mi has an excellent understanding of metallurgy and tolerances. Any engine he works on gains +1 Reliability if a 16+ is rolled.
Pulsejet Wizard: Mi is now one of the world's leading experts on the pulsejet engine. He can be given his own project to custom-craft pulsejet engines, and he gives +1 to any pulsejet-related project.
Joseon National: Mi does not have security clearance to work on any top-secret projects.

Miyoshi Shigeri, 23.
A non-binary person and admirer of Asuka's work, they were in an support role in the Army before joining the company.
Structural +1, Mechanical +1, Aerodynamic +1
Mechanic: Miyoshi has some experience repairing and refurbishing aircraft. They get +1 if assigned on the clean-up phase.


Other Employees
- Ohara Satomi, 22, Mr. Ohara's niece and the company test pilot, Ohara is a general lesbian disaster. She's good at flying planes, driving cars, and kissing girls. She's bad at being patient, being respectable, and sticking to literally anyones conceptions of gender roles. Deeply in lesbians with Coralie D'Amboise.
- Fujkikawa Sotatsu, old, modelmaker. He's an old man and toymaker and we don't see much of him because he locks himself in his workshop a lot. He's friends with Kawamura?

Assets
- Engine Test Rig (Allows engine tweaking and optimization.
- Wind Tunnel (+1 Aerodynamics)
- Rapid Prototype Lab (+1 Clean Up)
Expanded Cast

Akitsukuni Industry
- Homura Mohoko: Head Engine Designer for Kobayashi. First female engineer in the country. A lot of sex appeal.
- Okumura: Head of Akibara aircraft design.
- Yamanaka Hajime: Kobayashi engineer. Young and eager.
- Igarashi Masazumi: Kobayashi engineer. Reserved and experienced.
- Admiral Akibara Toru: Imperial Navy Admiral. Maximum nepotism. Maximum douchebag.
- Lt.Cmnd Akibara Shinzo: The above's son. A hottie but very forward.



Character Families
- Matsura(?) Mizuko: Asuka's sister. Was paralyzed in an accident in Asuka's first flight. Lives Elsewhere and is married now. Can't forgive Asuka, even though she's tried.
- Adachi Motoki: Adachi's husband, an accountant. Legally blind.
- Adachi Yuki: Adachi's 7 year old daughter and wannabe pilot. Very adorable.
- Yachi's Brother: Exists.
- Sakane's Wife: Exists. Drives him a bit crazy, but he loves her.
- Yachi's Brother's Wife: Exists. Is statistically likely to be pregnant.
- Lt. Coralie D'Amboise: Gallian pilot in exile. Satomi's girlfriend. 25. Accomplished bisexual duelist. She flew in the war for a single day, and for her troubles got a hole blown in her cheek and had her left arm paralyzed.

Akisukuni Army & Ex-Army
- Lt. Torio Tanaka: Yachi's former observer as an enlisted man. Was jumped up to fly Ducks and lost a leg on his first mission. A trained painter, married to Torio Saya.
- Captain Amari Shiro: A Dragonfly pilot who ended up flying as Yachi's partner. Kind of delightfully twinky. They sorta slept together at one point, which wasn't great. He lost his previous boyfriend in the April Offensive and turned his plane into a shrine. He was shot in the gut and is still recovering.
- Major Izuhara: Logistics officer, Imperial Army, this bespectled officer stood up to the Caspian Crown Prince and accidentally kicked off the Akitsikuni-Caspian War. The guilt was so much that, after almost a year of running Army procurement, he shot himself in a phone both.
- Captain Nakai Sekien: Army scout pilot. First person to drop a bomb from an airplane, later head of the Duck Squadrons.
- Captain Teshima: A Desk pilot that fought with Yachi. Lost an arm in the process, took over for Major Izuhara after his death. Seems cheery despite it all.
- Captain Nashio: A real piece of shit dude and probably a rapist, he's also a war hero as the second-highest scoring ace on the Akitsukuni side. He was a young shitty kid in way over his head but it's no excuse.
- Lt. Kinjo: Kind of a dumb lump and Nashio's friend, one of the desk pilots. Dead at 19.
- Lt. Okazaki: Yachi's friend from before the war and pilot, he died in a spin in his dragonfly. His death probably hit Yachi the hardest.

Westerners
- Rose & Antoinette Sears: Pioneers of flight. Sisters. Black in 1910s not!America. Yikes.
- Timina Guasti: Famous aircraft designer from Otrusia. Likes big planes and green.
- Prince Protasov Vasilyevich: Crown Prince of Great Caspia. Real dick. You gotta hand it to him though, a decent flier.
- Count von Zeppelin: Invented rigid airships. Runs a successful airline business. Damned impressive.
- Bennhold: Aircraft Engineer. Experimenting with metal aircraft.
- Aileen Middlemiss: Albian reporter for the Artimis Times. Well meaning and oblivious.
Available Tech
  • Materials: Wood, Duralumin, Molded Wood, Wood & Silk Composite, etc
  • All engine mounts
  • All wing types
  • Basic reinforcement
  • Wing warping and ailerons
  • Basic water radiators
  • Flying Wings
  • Semi-Monocoque design (requires at least half the slots have frame pieces)
  • Valved pulsejets
  • Basic weapon mounts and turrets
Tech not Yet Developed
  • Custom engines
  • Monocoque construction
  • Cantilever Wings and associated tech
  • V and T tails
  • Tailless designs
  • Aluminum and titanium
  • Cellulose surfacing
  • Any kind of radar
  • Weapon accessability mods
  • Interruptor gear
  • Geared propellers
  • And Maybe Other Stuff
Akitsukuni
Island Nation

Government
Constitutional Monarchy
- The democratic portions of the government are dubiously legitimate.
- The head of state is the Empress of Akitsukuni. She gives her blessing to newly formed governments.
- The Navy and a small number of families have undue influence on politics.

Economy
Developing Mixed Market
- Most industry is controlled by a small number of wealthy, family-owned companies.
- The state provides most contracts to industry. Consumer good market is anemic.
- Exports are few, mostly cultural.
- Imports are raw minerals, food, oil, and expertise.
- Currently suffering an economic crash after the last war.

Politics
The Diet is currently ruled by a Constitutional Nationalist government. It has a system of nonlocal proportional representation, with representatives appointed by the party in accordance to their share of the vote.
- Constitutional Nationalists: 50%
- Purity Club: 9%
- New Independents: 26%
- Fairness Association: 11%
- United Communist League: 2%
- Monarchists: 1%
- Assorted Fringe Parties: 5%

Demographics
Akitsukuni is mostly very ethnically homogeneous. Around 5% of the population are various minorities, most from nearby countries. Roughly .1% are westerners here for business or in advisory positions.
- Population: 55 Million
- Religion: Mostly Kodo. Roughly 2% of the population follows western religions.
- Wealth: Most wealth is concentrated in the top 5% of the country. Nearly 20% of the population lives in conditions indistinguishable from peasantry.
- Urbanization: Heavily urbanized for a small economy: 35% and rapidly growing.

Military
At Peace
- Imperial Akitsukuni Navy (IAN): The 6th largest in the world, and the most experienced.
- Imperial Akitsukuni Army (IAA): 150,000 highly experienced soldiers, and a considerable reserve.

Aspects
- Poor Resources: Aluminum costs +1.
- Damn Akitsukuni Engines!: Engines have -1 Reliability.



The Main Character Of This Quest Is Nonbinary And Uses They/Them Pronouns.

I Am Putting This Here Because The Next Person To Misgender Them Is Getting Yeeted Into The Trash


Also here's the Gayaverse TV Tropes page, because why not.
 
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@open_sketchbook I don't suppose we can get any in-character sense (as filtered through the game mechanics) of how much Wear our engines can safely take?

Otherwise, we should go for it unless the chance that we can't take 3 Wear is estimated at less than 1 in 5 or so - @samdamandias are you that confident?
 
Okay, somtiven that we could get anywhere from zero (lucky!) to four (unlucky) more wear, and taking some wild guesses based on other wear clocks...

Forgive the formatting, mobile doesn't have a table button that I can find.

Wear... Odds... Effect
1. Very Low. Engine working
2. Medium. Engine Working
3. Medium. Engine working. May be approaching failue, but will last till we land
4. Medium-low. Engine probably still working. Mechanics very upset with us when we land.
5. Low. Halt Catch Fire is a possibility


I mean, odds are that the reroll won't actually hurt us, but statstics are meaningless in a universe of one.

And, well, honestly I'll take anything short of the Beast conking out before we land if it means we can tell Caspia to suck our exhaust manifolds.
 
Okay, somtiven that we could get anywhere from zero (lucky!) to four (unlucky) more wear, and taking some wild guesses based on other wear clocks...

Forgive the formatting, mobile doesn't have a table button that I can find.

Wear... Odds... Effect
1. Very Low. Engine working
2. Medium. Engine Working
3. Medium. Engine working. May be approaching failue, but will last till we land
4. Medium-low. Engine probably still working. Mechanics very upset with us when we land.
5. Low. Halt Catch Fire is a possibility


I mean, odds are that the reroll won't actually hurt us, but statstics are meaningless in a universe of one.

And, well, honestly I'll take anything short of the Beast conking out before we land if it means we can tell Caspia to suck our exhaust manifolds.

I agree with your requirements ("anything short of the Beast conking out") but am skeptical of your assumptions, given that you've characterized them as "wild guesses." Again, are you at least 80% confident that the Beast can survive & function through 3 Wear? Otherwise we should take the reroll, given that our odds of getting screwed over by you guessing wrong would be higher than our odds of getting screwed over by the reroll.
 
If this were an ordinary quest, it might make sense to have wear thresholds be hidden.
But as a TTRPG, it's a bit concerning if it isn't possible for the players to know how bad three wear is without getting there first.
 
I am more than 80% confidant that 3 wear does not lead to the engine instantly dying in midair. Not even a previous draft of the pulsejet failed at 3. (it did conk out at four and catch fire at five, for reference.)

However, normally the wear clock of one's engine is known to the player, as brought up by @plotvitalnpc If we could see our wear clock, we would not even be having this debate, because either we would see that this is something we could deal with without using the reroll (in which case we would be reisking failure for no gain), or a place where we had to use the reroll and hope for luck.
 
I am more than 80% confidant that 3 wear does not lead to the engine instantly dying in midair. Not even a previous draft of the pulsejet failed at 3. (it did conk out at four and catch fire at five, for reference.)

However, normally the wear clock of one's engine is known to the player, as brought up by @plotvitalnpc If we could see our wear clock, we would not even be having this debate, because either we would see that this is something we could deal with without using the reroll (in which case we would be reisking failure for no gain), or a place where we had to use the reroll and hope for luck.

All right, fair enough, I'm willing to take that bet off the back of your superior system knowledge then.

As to knowing the wear clock, I assume that's one of those things that's hidden due to how new flight as a whole is, though I certainly wouldn't object if open_sketchbook wanted to share it with us.
 
All right, fair enough, I'm willing to take that bet off the back of your superior system knowledge then.

As to knowing the wear clock, I assume that's one of those things that's hidden due to how new flight as a whole is, though I certainly wouldn't object if open_sketchbook wanted to share it with us.
Unless the wear clocks of early game engines are somehow restricted to the eyes of the GM only, it seems harmful to the experimental validity of this playtest to hide the wear clock of early game engines here here.
 
Unless the wear clocks of early game engines are somehow restricted to the eyes of the GM only, it seems harmful to the experimental validity of this playtest to hide the wear clock of early game engines here here.

As I understand it, the main point of this quest is to playtest the plane design mechanics, with us getting to control the plane-flying mostly because having it all rolled in the background would be less fun. I could be wrong though.
 
Well yes, but we've also seen at least one significant gameplay mechanic (stall recovery) get adjusted on the fly when the BE THE SATOMI FLY THE PLANE segment of the quest tripped over it.
 
3-13
You pushed the engines to their full, ignoring the clanking pop of The Beast as best you could as they roared back to power and pulled you across the skies. You passed the Guasti machine (waving a silk handkerchief) and then the Gaullian plane again (you blew Coralie a kiss) and then started in on the last racer, which, as you got closer, you realized was definitely the Caspian machine.

The airfield was in sight as you started catching up. As you looked over, you saw the prince glaring back, his face soaked in oil. From the sounds of things, his engine was mistiming something awful; he clearly pushed it to its limits getting here. As you came near, it began accelerating in turn, and flames were leaping from its exhaust pipes. Somehow, it was matching your speed, thought from the sounds of things, the engine was not having a great time doing so.

Curious, you adjusted your fuel mix with a twist, pushing the little fan engines to the absolute limit of their capabilities. The Caspian fell behind, but when you eased up the fuel richness, he slowly caught up. Not as fast as you... but close. Damn close. Probably not for much longer, but there was maybe only ten kilometers left.

[ ] Push it. (3d10, 60% chance of victory)
[ ] Flood the engine. (4d10, 100% chance if the engine doesn't explode).​

In either case the Caspian engine may give up the ghost, so roll me 4d10 for it as well.

Re: Wear Track, the card version is the right one.
 
[x] Flood the engine. (4d10, 100% chance if the engine doesn't explode).
lets do stupid why not

then again there is a fair chance that the other bird with crap out so.....
uhm...
 
[X] Flood the engine. (4d10, 100% chance if the engine doesn't explode).

*rude gesture towards Caspian plane*

Okay. So if that gauge was right, The Beast conks out at six, and explodes at eight. We have three wear. We're rolling seven (?) dice and and so need three dice to pass, allowing for a re-roll if the first goes.

I can't crunch the numbers right now, but if we have more than 40% chance of the engine exploding, we should take the other option.

There is a third option, which is also a bad idea: we dive, skim the deck, and deliberately overspeed. This will horrendously stress the airframe, requiring repairs and rebuilding afterwards.
 

How much more wear can we take? And how exactly does the reroll work, do we reroll all dice or only the failed ones, can we pick which result to take or do we have to keep the second one?

Edit: Partially ninja'd.

We're rolling seven (?) dice and and so need three dice to pass, allowing for a re-roll if the first goes.

We're rolling seven dice for both engines together, as far as I understand. 3 for one, 4 for the second which has accumulated more wear.
 
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I can't crunch the numbers right now, but if we have more than 40% chance of the engine exploding, we should take the other option.

Do I understand this correctly?

We have 2 Wear on 1 engine, 3 wear on the other.
1 Engine rolls 3 dice, the other 4
Rolling below 4 creates wear
We can sustain either 6 or 8 wear
We have 1 reroll.

If that understanding is all correct, we have 6.4% chance of engine failure. 0% chance of explosion.

AnyDice
 
[X] Flood the engine. (4d10, 100% chance if the engine doesn't explode).
Poooweeeer!
I wonder if we will actually be able to land though if we are still trying engaged in overtaking when landing.
 
We've already overtaken all our opponents; the question is whether the Prince of Caspia will be able to catch up.

Hm. If we have six points of wear on our engines, the Beast is at three, AND we have a reroll, I say we flood the engine. Could someone who hasn't forgotten some of the relevant details or where relevant links are refresh my memory as to how we know:

1) That our engines have six points of wear
2) That the Beast is at three points out of six
 
[X] Flood the engine. (4d10, 100% chance if the engine doesn't explode).

GLORY OR DEATH!!!
 
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