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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I dunno how to roll here so uhhh.

ROLL
For future reference, there should be a more options button on the bottom right of your post. Click on that, and then you can click on "throw dice" to roll 1 die with a given number of faces. You'd need to click "throw another die" in the thing that gets added into your post after rolling to roll multiple die, ie. when GM asks for 2d10, you'd tell it to throw a dice with 10 in the faces text box, and then click "throw another die" to throw a second d10 once it adds the first result to your post.
 
For future reference, there should be a more options button on the bottom right of your post. Click on that, and then you can click on "throw dice" to roll 1 die with a given number of faces. You'd need to click "throw another die" in the thing that gets added into your post after rolling to roll multiple die, ie. when GM asks for 2d10, you'd tell it to throw a dice with 10 in the faces text box, and then click "throw another die" to throw a second d10 once it adds the first result to your post.
That is very strange. Better to do [dice+1d20] or something.
 

Working on the new Flying Circus stress system. This is the one Asuka will end up using next chapter so your feedback would be lovely.
 

Working on the new Flying Circus stress system. This is the one Asuka will end up using next chapter so your feedback would be lovely.
My brain is stellaris focuses in preparation for the release today, so the overall changes escape me, but one quick clarification: the +1 Failure from indulging the same vice multiple times, that only applies to the count of failures from the end vice rolls, right? because my first reading made it seem like it meant +1 stress and +1 to vice track from the Unfamiliar Vice rolls, but that seems like it wouldn't work?
 
First, generic concerns about uncertainities in the text;

-"If you indulge in the same vice 3 times" -> Does this need to be in the same night?
- When rolling to remove stress, what happens to partial successes?
-When you have a stress induced break, I assume it wipes the 10 stress?

Now, I'm going to have to write up some stats to check a few things
 
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So in a situation where I have 3 Stress but hit 5 Vice and I manage to get 3 nat20s in a row, then the remaining 2 Vice automatically convert to 2 failed stress rolls?

If that's the case, say that I indulged in the same vice twice, then got 3 nat20s in a row. That would mean the remaining 2 Vice automatically convert to 2 failures, and I also have an additional failure due to taking the same vice twice. This means that I end up with 3 failures, which means I have to choose from the 3 consequences?
 
Anyway, the new system is a lot harsher.

We have 2 vices ATM, which means we can sink 0-2 stress (average 1).
This will not be sufficient.
So, we can double down on our existing vices.
1 Doubling : 0-3 stress (50% chance of Addiction/Burn out)
2 Doubling : 0-4 (93.75% chance of failure,31.25% double)
3 Doubling : 0-5 (Guaranteed failure, 81.25% double )

Due to the high chance of failure, doubling up on vices is ill advised. It only makes sense if you have 1 vice and need 2, or if you literally have 9 stress and thus can't take the risk of developing a new vice.

Choosing to try something new also has consequences. The only thing that really matters is the failure, as we can account for the +1/+2 thing by indulging in familiar vices after being experimental. Still, assume we passed that alive.
3 Vice track : -1 to 3 stress reduction (12.5% odds of failure)
4 Vice track : -2 to 4 stress reduction (31.25% odds of failure)
5 Vice track : -3 to 5 stress reduction (50% odds of failure, 3% odds of double fail)

Interestingly, the chance of stress gain means that in our situation, taking up experimental stuff is not actual beneficial for the purpose of short term stress reduction unless we decide to go for 4 Vice. The 50% odds of losing stress are cancelled out by the 50% odds of gaining it.

In the long term, the only stress reduction that is viable is 2 Vice/Turn. This means that you can sink on average only 1 stress, which seems unlikely. As such, the development of addiction seems near guaranteed.
 
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Anyway, the new system is a lot harsher.

We have 2 vices ATM, which means we can sink 0-2 stress (average 1).
This will not be sufficient.
So, we can double down on our existing vices.
1 Doubling : 0-3 stress (50% chance of Addiction/Burn out)
2 Doubling : 0-4 (93.75% chance of failure,31.25% double)
3 Doubling : 0-5 (Guaranteed failure, 81.25% double )

Doubling up on vices is never a good idea, and should only be done for narrative purposes. A doubled upon vice has 100% chance of triggering a failure, compared to a new vice which has just 50% chance of failure. The only other consequence of new vices is gaining +2 on the Vice track, which is completely irrelevant as that risk can be managed perfectly by engaging in unfamiliar vices only at the start of the night.

Choosing to try something new also has consequences. The only thing that really matters is the failure, as we can account for the +1/+2 thing by indulging in familiar vices after being experimental. Still, assume we passed that alive.
3 Vice track : 0 to 3 stress reduction (31.25% odds of failure)
4 Vice track : 0 to 4 stress reduction (65.63% odds of failure, 10.94% double)
5 Vice track : 0 to 5 stress reduction (85.5% odds of failure, 36.33% odds of double fail)

New vices are risky, but as can be seen they're strictly less risky than doubling down on things. Still, it's advisable not to experiment too much in one night, and always experiment before doing the usual stuff.

In the long term, the only stress reduction that is viable is 2 Vice/Turn. This means that you can sink on average only 1 stress, which seems unlikely. As such, the development of addiction seems near guaranteed.

Edit: Bugger, I figured someone would have replied by now.
 
Could doing elaborate plans for aircraft while drunk, with calculations and stuff, count for a vice?
Like, challenge our team and passerbys to design a war-winning plane in a span of three days of rest that we have got, while drinking booze by barrels and perusing prostitutes.

That's a lot of technological secrets to let slip.
 
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Yeah... The way this is looking, it basically suggests that gaining any stress at all is the worst thing ever. Which means we're going to have to dump doing any optimisations at all if we pick up any stress, or had left over stress from before, during the design process.

Also looks like its going to hammer us if it kicks in this time rather than next time. Because we built up stress expecting to use the old system to burn it off one last time. And then we got hit with the +3 Stress from the cancellation.

Oh, and @open_sketchbook You are most likely going to have to be a lot more careful with giving out Stress in the future, and in particular how much Stress is given out at once. Because it looks like a hit of +3 Stress with the new system might be the entire stress budget for a design if we aren't trying to burn out or something. If I'm not drastically wrong somehow.
 
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sooo we are gonna have to avoid stress at all costs? that is how i am interpreting this.
 
Also looks like its going to hammer us if it kicks in this time rather than next time. Because we built up stress expecting to use the old system to burn it off one last time. And then we got hit with the +3 Stress from the cancellation.

It kicks in after this cycle.

Also, the system is supposed to be much harder, because the old system was safe and had literally no consequences. Personally, I want to see what a break does.

Problem is that this system is designed for Flying Circus, not Aircraft Design Quest. Flying circus doesn't let you control the source of stress as much as this quest. As such, I fear the harsh system will promote overly cautious action, instead of consequences.
 
Generally speaking, in regular Flying Circus, it is not practical to act to not take stress. You just have to deal with it.

Here, I will make the adjustments I need to so that Asuka doesn't just explode from stress, while also making it so that there's no way to work the absurd hard hours and do the extra work Asuka does to achieve Maximum Wizardry without consequence.
 
I keep trying to adjust my mental image, but my mental image of Asuka still remains Kobayashi from Dragon Maid.


Mid 20 something, kinda androgynous but more feminine looking, working long hours, straddles the borderline between loving alcohol and being alcoholic, highly optimized to deal with work, and less well optimized to deal with relationships.

Oh, and also gay.
"gay?"

Does enbi/male count as gay? Does it depend on the partner?
 
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The great thing about being non-binary, from my brief stint over that fence before I committed to the girl thing, was that no matter who it was with, it was gay.
 
@open_sketchbook

I don't think I like the new system. It's harsher, but not interestingly so. The previous system could result in lower consequences than you intended, sure, but there was at least room to make suboptimal decisions for narrative reasons without it being consistently immediately disasterous. Here instead, the self destructive spirals you were going for are pretty much inevitable after a single moderately bad day if you don't do everything perfectly and sometimes even then.

Self destructive spirals isn't really a theme I am excited to play out, so I think I'd tend to respond to this with frustration, extreme caution, and min-maxing the vice system to the extent that is possible with little concern for narrative considerations. If this system goes forward as is in this quest, I'm unlikely to vote for non-free optimizations in the future beyond perhaps one if you haven't hit us with stress from anything else. In flying circus I don't know what I would do, except maybe seek out and take the most boring jobs. That is additionally concerning because I worry that a GM trying to maintain an interesting level of conflict despite a group of players all avoiding situations likely to create stress at all cost might lead to an undesired adversarial relationship.

I don't know what the answer is, or even if there is an answer. Maybe the entire thing you're going for is just something I don't like?

What's the behavior you'd like to encourage, and what are the outcomes you'd like to be typical? That might help me understand what you're trying to do and provide more useful feedback.
 
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