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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3-8
You pulled the stick opposite the spin, pushed both pedals, did everything you could. Nothing seemed to work. The sea was approaching faster and faster.

Because nobody who had ever entered a spin had lived to tell about it, you were doing a lot of learning right now. You'd learned that your instinct to pull back on the stick did nothing but slow the plane and worsen the spin. You learned that the ailerons didn't affect anything in a spin; they just flapped uselessly in the wind. You had learned that the rudder still had some effect, though you weren't sure what.

You figured you had one last chance. You could pull the stick all the way back and hope that worsening and flattening the spin would slow your descend and make the crash more survivable... or you could give it one last try. Push the nose down and see what happens.

[ ] Let's give it a shot. (Recovery roll. roll 3d10-2. Take the two highest dice.)
[ ] Crash position! (Ditching roll. roll 3d10 flat. take the two highest dice.)

This 3d10 system is called Advantage and here it's representing the learn-by-doing nature of this incident. The thing that kept spins so lethal for so long is nobody passed on any knowledge about them.

Keep voting on Yuki's plane BTW.
 
You pulled the stick opposite the spin, pushed both pedals, did everything you could. Nothing seemed to work. The sea was approaching faster and faster.

Because nobody who had ever entered a spin had lived to tell about it, you were doing a lot of learning right now. You'd learned that your instinct to pull back on the stick did nothing but slow the plane and worsen the spin. You learned that the ailerons didn't affect anything in a spin; they just flapped uselessly in the wind. You had learned that the rudder still had some effect, though you weren't sure what.

You figured you had one last chance. You could pull the stick all the way back and hope that worsening and flattening the spin would slow your descend and make the crash more survivable... or you could give it one last try. Push the nose down and see what happens.

[ ] Let's give it a shot. (Recovery roll. roll 3d10-2. Take the two highest dice.)
[ ] Crash position! (Ditching roll. roll 3d10 flat. take the two highest dice.)

This 3d10 system is called Advantage and here it's representing the learn-by-doing nature of this incident. The thing that kept spins so lethal for so long is nobody passed on any knowledge about them.

Keep voting on Yuki's plane BTW.
So are we not supposed to know the DCs, or are they something we should be figuring out from the book?

[X] Crash position! (Ditching roll. roll 3d10 flat. take the two highest dice.)

'First survivor of a spin' isn't too bad, if she can pull it off.
There's probably still something to be earned from passing that knowledge on.
 
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It's always the same for these kind of rolls. 11+ partials, 16+ successes. That's the core roll of the game (a d10 version of the 7-9 partial, 10+ success from d6 Apocalypse World).
 
When this is played in a tabletop game, won't this sort of thing just lead to the death of the PCs, though?
Nope! Whether a PC dies is up to the player.

Doesn't mean the GM can't make the PC wish they were dead though.
Unfortunately, we have a 50% fail rate on default rolls,
45%, actually, if I'm doing my math right.
So are we not supposed to know the DCs, or are they something we should be figuring out from the book?
They're in the rules. DC is always 11+ for partial, 16+ for full. You better believe there was much number-crunching about odds of success.

[X] Let's give it a shot. (Recovery roll. roll 3d10-2. Take the two highest dice.)

Spend speed! Or can speed no longer be spent for recovery?
 
Can someone calculate our odds of getting the 8 average we need for our two best rolls?
Edit: Ninja'd
 
Fun fact: Nobody knew how to recover from a dive until 1912, and the information took a while to spread. For the record, you want to nose down (which sounds counter-intuitive in a dive, I know) and apply rudder opposite to your spin direction.

Speaking on this fun fact:

So interestingly a spin is really a kind of stall. What happens is that you lose airspeed over one of the wings, eventually causing that wing to stall and lose lift. This causes the aircraft to roll towards the stalled wing, since the wing that still has good airflow will generate adequate lift. Since roll and yaw are coupled maneuvers, this also causes the nose to swing towards the stalled wing. All of this diverts your direction of motion downwards and into a spiral. The wing continues to fall and the airplane continues to nose towards the center of the spiral. The degree of this varies depending on the airplane, with some aircraft having truly horrifying spin characteristics. For example, the F-14:



(video quality is a bit terrible)

At some point everything is stalled and you're totally screwed, but that's usually not the case unless you're flying something that's really pushing the limits.

Speaking of which,

[x] Let's give it a shot. (Recovery roll. roll 3d10-2. Take the two highest dice.)

Anyway so what you need to do in order to get out of the spin is to recover airflow over the stalled wing. You do this by trying to speed up. What that usually means is not throttle up, but instead simply nose down and opposite rudder. Nosing down forces the aircraft into an attitude that will pick up airspeed, and opposite rudder will damp the tendency for the nose to swing around. As you pick up airspeed, you can then pull back gently and return to level flight.
 
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Nope! Whether a PC dies is up to the player.

Doesn't mean the GM can't make the PC wish they were dead though.
45%, actually, if I'm doing my math right.
They're in the rules. DC is always 11+ for partial, 16+ for full. You better believe there was much number-crunching about odds of success.

[X] Let's give it a shot. (Recovery roll. roll 3d10-2. Take the two highest dice.)

Spend speed! Or can speed no longer be spent for recovery?
I took speed spending out of recovery because what it actually represents in-game would worsen a spin, and also because it made spins trivial when I wanted to make it fucking horrifying and super super dangerous, representing the whole early flight thing.

However, spin recovery is actually pretty easy once you know the (counter-intuitive) technique, so I'm considering some kind of upgrade at some point that would give you a bonus or advantage on recovery once you have it.
 
I took speed spending out of recovery because what it actually represents in-game would worsen a spin, and also because it made spins trivial when I wanted to make it fucking horrifying and super super dangerous, representing the whole early flight thing.

However, spin recovery is actually pretty easy once you know the (counter-intuitive) technique, so I'm considering some kind of upgrade at some point that would give you a bonus or advantage on recovery once you have it.
If this works, clearly we should sell our planes with a "Here's how you don't die in a spin" manual.
Step 1: Don't get into a spin.
Step 2: You fucked it up, see step 3 and onward for how you unfuck it
 
45%, actually, if I'm doing my math right.
... Right. It's 2-20, not 1-20.

Can someone calculate our odds of getting the 8 average we need for our two best rolls?
Edit: Ninja'd
After that fail, I decided math would be good. Actual math, and not me failing INT checks.

I'd like to note that the cited % are partials. It goes down to 14%/32% for full.

Not the best, but I'll take a partial, and hope for a crit (success).

As for a crit fail... it's much better to go out with a bang then a whimper.
 
... Right. It's 2-20, not 1-20.


After that fail, I decided math would be good. Actual math, and not me failing INT checks.

I'd like to note that the cited % are partials. It goes down to 14%/32% for full.

Not the best, but I'll take a partial, and hope for a crit (success).

As for a crit fail... it's much better to go out with a bang then a whimper.
Do your previously posted odds change much in light of you not having remembered it was 2-20 when you calc'd them?
 
So I'm guessing in the context of this recovery, a partial is 'You recover, but you lost time on it', and a full is 'You recover, and you're still making good time'?
 
Cool. That was the only intermediate between 'drowning in a plane crash' and 'resuming flight as normal but with a heavily elevated heartrate' I could think of.

Well, here's hoping some of our other competitors went into spins too.
@open_sketchbook how long do you want to wait for a consensus?
Hopefully not too long. I think I may be the only person voting against attempting a recovery.
 
On an unrelated note, I learned a thing about spins:

Wikipedia said:
Although entry techniques are similar, modern military fighter aircraft often tend to require yet another variation on spin recovery techniques. While power is still typically reduced to idle thrust and pitch control neutralized, opposite rudder is almost never used. Adverse yaw created by the rolling surfaces (ailerons, differential horizontal tails, etc.) of such aircraft is often more effective in arresting the spin rotation than the rudder(s), which usually become blanked by the wing and fuselage due to the geometric arrangement of fighters. Hence, the preferred recover technique has a pilot applying full roll control in the direction of the rotation (i.e., a right-hand spin requires a right stick input), generally remembered as "stick into the spin". Likewise, this control application is reversed for inverted spins.

Cool!
 
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