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.
 
Last edited:
Okay, this is getting super kludgey, but I couldn't find a pioneer-era liquid-cooled inverted-V6 engine for comparison (in the three minutes I spent searching). Thankfully, I already had a deHavilland Gipsy Major modeled in the engine builder, and it had a fuel consumption of 14.68. In real life, it had a fuel consumption of 28-30L/hr. We're gonna round its in-game fuel consumption to 15, the Ogre's 19.8 to 20, and say the Ogre consumes 4/3rds the Gipsy Major and thus 40L/hr.

The density of gasoline is...0.708 to 0.78 kg/L, with higher densities having more aromatics (and usually higher octane, if I'm not mistaken). This is early gasoline and it's pretty crap, but precision is a long-lost cause by this point, so we're gonna use 0.75kg/L anyway for ease of calculation.

40L/hr is thus 30kg/hr. A 5MP fuel tank holds (at 1 mass:25kg) 125kg of fuel, and lasts 5 fuel uses. At 30kg/hr, 125kg of fuel will last 4.167 hours, or 4h:10m or 250 minutes. Since there are 5 Fuel Uses per tank for this particular engine, one Fuel Use is therefore 50 minutes. More or less. Probably between 25 and 75 minutes, anyway.

And now I don't know what to think, because that number is patently ridiculous and leads to current 21-fuel-use designs having seventeen-and-a-half-hour endurance and nearly-3700km ranges.



Which I mean is FINE if that's what we end up going with- I'll quite happily dump half of those fuel tanks and get my stall speed down to something really nice and slow for easy short-field landing while keeping range somewhere south of 1500km because any further is too silly at this point- but...it's too silly.

Edit: It occurs to me that 17.5hrs and 3675km is comfortably better on both counts than Alcock and Brown had, so maybe I should stop faffing about with ideas for setting up the North Atlantic Ferry Route two wars early and instead we can just send Satomi and Coralie around the damn world directly.
We can cut down that ridiculous endurance a bit if we take tank mass into account. it doesn't make a huge difference, but it is something. I'm not sure what a reasonably mas fraction is for period tanks, unfortunately, but we could maybe call it 20 kg fuel per mass or something and see what it does.

Anyway, here's some sanity check data. Since you've got a Gipsy Major, the Tiger Moth appears to have had a 19 gallon fuel tank, a cruising speed of 108 km/h and a range of 486 km. Call 19 gallons 72 liters (it's close enough) meaning 54 kg of fuel, which we will round to 2 mass, or 2/5 of a tank. Dividing range by cruising speed as a back-of-the-envelope sort of thing, it could fly 4.5 hours. Since you're the one with the Gypsy Major modeled, you can take it from here.

Just off the top of my head, though, there are two lessons here:
  1. It is possible, even easy, to make interesting and capable period aircraft with well under an MP of fuel, and the rules not really playing nice with this is probably not ideal.
  2. Fuel uses, as they are applied in combat, are a vast overestimation of actual fuel usage no matter what you are doing short of dumping it. They work nicely for creating a sense of diminishing resources in combat, but they break down badly from a realism standpoint when you look to closely.
 
We can cut down that ridiculous endurance a bit if we take tank mass into account. it doesn't make a huge difference, but it is something. I'm not sure what a reasonably mas fraction is for period tanks, unfortunately, but we could maybe call it 20 kg fuel per mass or something and see what it does.
Tank mass is already taken into account- a standard fuel tank is (as I read it and have been calculating it) actually 6 mass, 1 for the tank and 5 for the fuel.

It's why stacking microtanks are technically more efficient anytime you have an engine with 5 or fewer fuel uses per tank, it's just cheesy as hell.

Anyway, here's some sanity check data. Since you've got a Gipsy Major, the Tiger Moth appears to have had a 19 gallon fuel tank, a cruising speed of 108 km/h and a range of 486 km. Call 19 gallons 72 liters (it's close enough) meaning 54 kg of fuel, which we will round to 2 mass, or 2/5 of a tank. Dividing range by cruising speed as a back-of-the-envelope sort of thing, it could fly 4.5 hours. Since you're the one with the Gypsy Major modeled, you can take it from here.
Oh, that just makes it worse.

4.5 hours on 2 mass is 0.44 repeating mass per hour (or 4/9). The Ogre still has quite close to 4/3rds the Gipsy Major's fuel consumption- the only part of this entire calculation I'm reasonably confident in- so that puts it at 16/27ths mass per hour, or 0.592 repeating. So an Ogre with 21 Mass of fuel per engine should, in fact, have something on the order of 35 hours endurance.

I don't think this particular comparison is even slightly valid, however, since it uses a (presumably) low-power cruise throttle setting, which is not a thing that exists in Flying Circus.

The previous, 17.5hr figure was arrived at using what I believe to be the Gipsy Major's fuel consumption rate at full throttle, since they specified the same RPM as the max horsepower listing for the same engine did.

Just off the top of my head, though, there are two lessons here:
  1. It is possible, even easy, to make interesting and capable period aircraft with well under an MP of fuel, and the rules not really playing nice with this is probably not ideal.
  2. Fuel uses, as they are applied in combat, are a vast overestimation of actual fuel usage no matter what you are doing short of dumping it. They work nicely for creating a sense of diminishing resources in combat, but they break down badly from a realism standpoint when you look to closely.
  1. 3-4 Microtanks? But yeah it's a bit awkward.
  2. That has been clearly apparent for a while, and it's an area where imo the ideal case from a combat game design standpoint is running pretty much head-on into the ideal case from a realistic plane simulator standpoint. If there was an easy answer I have every confidence somebody would have already suggested it.
 
Last edited:
I don't think this particular comparison is even slightly valid, however, since it uses a (presumably) low-power cruise throttle setting, which is not a thing that exists in Flying Circus.
My working assumption had been that in Flying Circus, some such setting does implicitly exist and is assumed to be used most of the time when out of combat, with combat by default probably pushing things a bit harder and boosting representing the engine going flat out. As such, some sort of implicitly present cruise setting's fuel consumption is what we want to get right in real numbers for purposes of range calculation.
 
My working assumption had been that in Flying Circus, some such setting does implicitly exist and is assumed to be used most of the time when out of combat, with combat by default probably pushing things a bit harder and boosting representing the engine going flat out. As such, some sort of implicitly present cruise setting's fuel consumption is what we want to get right in real numbers for purposes of range calculation.
Hah. I assumed precisely the opposite, given that in earlier versions you had to pay extra to have a throttle control (other than "off" and "full") at all. But I think that was largely a Monosoupape-only problem IRL?
 
Hah. I assumed precisely the opposite, given that in earlier versions you had to pay extra to have a throttle control (other than "off" and "full") at all. But I think that was largely a Monosoupape-only problem IRL?
Okay, fair, this was a thing with some early aircraft and would make sense. It's also a thing with non-fuel-injected pulsejets, which I explicitly include as part of their efficiency penalty. But as you point out (though I believe it was a little more widespread than that), even in WWI that shouldn't be the assumed default that all range calculations are based on. And even without a proper throttle, there ought to be a little bit of room to trade between efficiency and speed by messing with the mixture, right?

In any case, assuming that cruising efficiency does not necessarily match up with dogfighting efficiency strikes me as an entirely reasonable first step towards kludging reasonable range calculations onto the current fuel system. Let the cruising be based on reality and numbers, and the dogfighting be based on the desired gameplay rather than trying too hard to reconcile them when they are clearly incompatible as it stands.
 
Last edited:
Yeah see fuel endurance stuff is just... not a thing this game really cares about that way? The fuel system isn't even by boost anymore, it's literally that the GM calls for a fuel check and you go through a checklist of the kind of stuff you've done since the last fuel check and remove fuel points for each one you did. The game isn't designed for this and I think I got kinda lazy saying it should be.

Also, fuel use is way too variable right now... I'll fix that soon.

Anyway, make sure your plane has 8 fuel uses minimum for useful service inside the country and 15 to fly around the colonies? That seems straightforward.
 
Yeah see fuel endurance stuff is just... not a thing this game really cares about that way? The fuel system isn't even by boost anymore, it's literally that the GM calls for a fuel check and you go through a checklist of the kind of stuff you've done since the last fuel check and remove fuel points for each one you did. The game isn't designed for this and I think I got kinda lazy saying it should be.

That seems like it'd result in players suddenly discovering that they've been going without fuel for half an hour. Is that the intent?
 
Yeah see fuel endurance stuff is just... not a thing this game really cares about that way? The fuel system isn't even by boost anymore, it's literally that the GM calls for a fuel check and you go through a checklist of the kind of stuff you've done since the last fuel check and remove fuel points for each one you did. The game isn't designed for this and I think I got kinda lazy saying it should be.

Also, fuel use is way too variable right now... I'll fix that soon.

Anyway, make sure your plane has 8 fuel uses minimum for useful service inside the country and 15 to fly around the colonies? That seems straightforward.

I think I get why you made the choice to handle it how you do, and in the regular game it is probably just fine, but as the sort of person who gets into the aircraft design stuff for its own sake I personally find it kind of unsatisfying to not be able to get a good sense of the range of a plane in real terms. Especially since this really ought to be one of the key things of relevance to design around and make tradeoffs about for airliners, strategic bombers, escort fighters and so on. Even if it's just a loose guideline for how uses relates to run time for purposes of designing a plane that is meant to realistically fulfill a particular role, I'd really like for there to be something.
 
Even if it's just a loose guideline for how uses relates to run time for purposes of designing a plane that is meant to realistically fulfill a particular role, I'd really like for there to be something.
Here's some quick guidelines I've been able to piece together:
One fuel tank per engine is for short-range interceptors and short-haul aviation.
Two fuel tanks per engine is for things in general.
Three fuel tanks per engine is for things like long-range aircraft.
Four fuel tanks per engine is getting into strategic bomber or Double Sunrise territory.

Three fuel tanks per engine gets us that 15 fuel uses. But, ah, because of the way the math works, and because Mass no longer affects top speed, it's actually more efficient to use oodles of microtanks, but that's a bit too cheesy even for me.
 
I'm sorry. The math for fuel use was not designed for this. I'll make some changes tommorow and see if I can make it work.
 
That seems like it'd result in players suddenly discovering that they've been going without fuel for half an hour. Is that the intent?
Traveling long distances generally doesn't eat the fuel that much here. Rather it's more like, at the end of a long combat with eyes glued to the sky and the air speed indicator, the GM can push the Fuel Check move and the player looks down at their gauges to realize that they are running on fumes after twenty minutes with the throttle wide open and the fuel mix rich. This was a fairly common experience for pilots, which is why squadron leaders in many militaries were trained to call for frequent fuel checks in the squadron, and its based on the way fuel is treated in the movie Dunkirk, which is very dramatically rich for all that the air combat is kinda terrible.
 
hey don't diss mah boy Bane like that

The air combat in Dunkirk is far better than like 90% of movies. Interesting? No, but better.

I mean fug look at Red Tails with the absurd flips and P-51s ignoring cannon fire. I'll take Tom Hardy missing his easy shots any day.

Seriously though that head-on scene in Red Tails haunts me. Say what you will about wunderwaffe but dude would be chunky salsa, not the winner.
 
For those of you interested, here's a look at a Hotchkiss revolving cannon, the historical version of the gun we put on the Rhino. Though our version was ~25mm.
It was pretty much what would have happened if the Nordenfelt torpedo boat guns were replaced with something using the Hotchkiss mechanism. Personally I think the nordenfelt mechanism is more elegant, but people like their guns with spiny bits.
 
Okay, that looks really cool, although I think that once we get to WWII, we're probably still going to be doing silly things with tandem wings/canards/pushers.
 
Interestingly it seems like Sketch predicts us going the US route regarding plane design.
 
Back
Top