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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...
You may also want to dig through the rest of the game system looking for things like this. Basically, what you did here is replace "save-or-die" with "save-or-lose-resources." And that's a great principle to apply in general. It gives the players more agency, PLUS it means the players can anxiously track resources and watch things slowly get worse, rather than anxiously wonder whether they'll blow a saving throw and die.
That the players specifically choose which resources they give up is a nice touch too. Gives wiggle room to at least try to mitigate disasters in a way that "lose 1d6 altitude while only 3 off the deck to start with" doesn't, with a hint of 'here's your rope, let's see what you do with it'.
 
I said "meh this is fine" because we built an unstable plane with a pilot who doesn't know now to recover a spin and almost dieded. I get the concern about the wind knocking us down, but that could easily be pilot error. This solution seems much better, though, so that's great.

But yeah, knowing how to recover a spin or a stall makes all the difference. Most pilots in the actual game will probably know how, since it's set further along in the history of plaanes, but if not there should be a related bonus/malus/thingy.
 
Wow, what a thing to wake up to.

The solution seems reasonable to me. If you don't have enough combined Speed/Altitude to pay off the spin, you go all the way to the ground?
 
How do the plane lose airspeed without losing altitude in recovering from a spin?
 
That, or in a lightning-fast display of amazing piloting, the pilot keeps control of the aircraft despite whatever initial problem forced them to roll for a loss of control... but they wind up having to sacrifice considerable airspeed to stay in control.

EDIT:

I mean look, all mechanical gameplay is a tradeoff between having the optimum ability to simulate real situations, and having something that works well when playing a game. This proposed mechanic has the tremendous advantage of mostly simulating reality while working very well as a gameplay rule.
 
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I said "meh this is fine" because we built an unstable plane with a pilot who doesn't know now to recover a spin and almost dieded. I get the concern about the wind knocking us down, but that could easily be pilot error. This solution seems much better, though, so that's great.

But yeah, knowing how to recover a spin or a stall makes all the difference. Most pilots in the actual game will probably know how, since it's set further along in the history of plaanes, but if not there should be a related bonus/malus/thingy.
I am glad I didn't watch this live, because having our pilot literally crash and die while flying on what's essentially optimal conditions would be quite the turn off.

Like others said, unless it's storm-force winds, or you are in a perilous situation, aka dog-fighting, we sort of assumed that yes, the aircraft we built could actually fly.

In any case, it seems our hilarious thrust will help us quite a bit here. We can get back up to speed in a two or three turns, wasn't it?
 
Losing airspeed typically means losing altitude, though I might have forgotten something.
It doesn't actually have to. You could, for example, be throttling back your engine and slowing down for fuel efficiency.

That the players specifically choose which resources they give up is a nice touch too. Gives wiggle room to at least try to mitigate disasters in a way that "lose 1d6 altitude while only 3 off the deck to start with" doesn't, with a hint of 'here's your rope, let's see what you do with it'.
I like how it also has the players constantly monitoring their "energy" which is a thing that historically became a thing. Gaining altitude takes time and/or speed. Fast speed is generally good but fuel efficiency goes down, which means that the players can't spend too long at combat power if they want to be able to RTB. Speed is generally relatively straightforward, but as you do maneuvers, you lose both speed and altitude which allows the two main styles to develop naturally, turnfight to get the guns on target fast and often, or boom and zoom to preserve both while giving up chances to get the gun on target.
 
How do the plane lose airspeed without losing altitude in recovering from a spin?
assuming it's a flat spin, probably deliberately stalling out the outside wing, nosing down a bit, and opening the throttle to full while pulling back on the stick and attempting to enter a yo-yo

In any case, it seems our hilarious thrust will help us quite a bit here. We can get back up to speed in a two or three turns, wasn't it?
We might be able to get back to 150kph pretty quickly. If we lose twelve speed to the spin, then Boost for 8 and dive one altitude band for another 3 speed, we'd have a net change of -10kph, and probably have lost a decent chunk of our lead. This is probably easier on the engines than my earlier plan.
 
It doesn't actually have to. You could, for example, be throttling back your engine and slowing down for fuel efficiency.

Ah, right, you can just change you angle of attack.

assuming it's a flat spin, probably deliberately stalling out the outside wing, nosing down a bit, and opening the throttle to full while pulling back on the stick and attempting to enter a yo-yo

I'm not entirely sure you can recover out of a flat spin, though it does depend on how flat of a spin we're talking about.

In any case though, someone mentioned that this is a case of trying to come up with a mechanic that works as opposed to a mechanic that mimics reality. If we really wanted truly realistic airplanes, we'd go play DCS World.
 
We might be able to get back to 150kph pretty quickly. If we lose twelve speed to the spin, then Boost for 8 and dive one altitude band for another 3 speed, we'd have a net change of -10kph, and probably have lost a decent chunk of our lead. This is probably easier on the engines than my earlier plan.
Story wise, I can see why.

Mechanically, how long is a turn? Doesn't seem like much, and I got the impression we did leave the lettersothers a good ways behind.

In any case, it's only fair the the competition has to roll as we did, isn't it?

So we might just have everyone fucked by it.
 
Story wise, I can see why.

Mechanically, how long is a turn? Doesn't seem like much, and I got the impression we did leave the lettersothers a good ways behind.

In any case, it's only fair the the competition has to roll as we did, isn't it?

So we might just have everyone fucked by it.

Jeez, I'm way too used to getting fucked over in competitions. I read that and went "psh no, why would that be true? The judges will just rule in the competitor's favor, probably in this case because racism". Then I realized that this isn't one of those quests....
 
While it would be too much to hope for for all of our chief competitors to run into trouble, I think the Hesperian plane- up till now our closest competitor (they are IIRC currently a solid second)- to meet significant trouble with the wind, as their design is a flying wing and probably even less stable than we are.

I suspect that at least one of the Dysklander, Otrusia and Albion planes- not presently in the lead pack- will move up at this time, while the Caspians and/or Hesperians might fall behind.

I also would be utterly unsurprised if the stupid prince has a +1- rival bonus to all his rolls, since this is basically a racing anime right now and we all know how those turn out.
 
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While it would be too much to hope for for all of our chief competitors to run into trouble, I think the Hesperian plane- up till now our closest competitor (they are IIRC currently a solid second)- to meet significant trouble with the wind, as their design is a flying wing and probably even less stable than we are.

I suspect that at least one of the Dysklander, Otrusia and Albion planes- not presently in the lead pack- will move up at this time, while the Caspians and/or Hesperians might fall behind.
The Albian plane never got off the ground as far as I can tell; they seem to have had severe engine trouble on par with what happened to that over-engined Maximum Akibara Nepotism Plane back home.

Jeez, I'm way too used to getting fucked over in competitions. I read that and went "psh no, why would that be true? The judges will just rule in the competitor's favor, probably in this case because racism". Then I realized that this isn't one of those quests....
There is one thing to be said for the wind over the English Channel:

Namely, it is extremely unlikely to by motivated by racism. :p
 
The Albian plane never got off the ground as far as I can tell; they seem to have had severe engine trouble on par with what happened to that over-engined Maximum Akibara Nepotism Plane back home.

There is one thing to be said for the wind over the English Channel:

Namely, it is extremely unlikely to by motivated by racism. :p

Given 19th/early 20th century Britain I would not be at all surprised if they suffered from a similar problem re: nepotism.
 
3-9
Twisted frantically with the controls, the plane leveled just a few meters above the water. You threw everything you had at it, and you were almost certain you couldn't reproduce it.

You were so close to the water that spray was washing over the windshield, and your air speed had fallen dangerously low. You gunned the throttle hard to make up the difference and started climbing back to a safe height. Overhead, you could see the Gallian plane sail past you. No other planes were in sight.

[ ] Focus on finishing the race. (1 RPM)
[ ] Start making up lost ground. (2 RPM)
[ ] Keep the throttle open and get ahead. (3 RPM)

I have simply resolved this as a hard move for now; you leveled out low and have lost your lead.
---

"All the wings" was a bit of a challenge to interpret, so you let her look over your shoulder and started drawing wing decks until she told you to stop, which she did at nine wings.

"Perfect." She said sagely. "That's enough wings."

"I think so." You said, adding in a little tail and some landing gear. "I think it needs one more thing to make it perfect, though, don't you agree?"

[ ] One Last Feature (Write In)​
 
[X] Start making up lost ground. (2 RPM)

We can roll two RPM dice and have a fairly good chance of taking no Wear damage to an engine, or at least taking only one point. Taking three is much riskier, because the DC for each individual die roll really starts adding up.
 
I'm not entirely sure you can recover out of a flat spin, though it does depend on how flat of a spin we're talking about.
IRL, some planes are designed to be aerodynamically impossible to spin. Others are aerodynamically impossible to get out of a spin.
Mechanically, how long is a turn? Doesn't seem like much, and I got the impression we did leave the lettersothers a good ways behind.

In any case, it's only fair the the competition has to roll as we did, isn't it?
That spin may have resulted in us getting off-course a bit, which is what would eat up our lead. As far as turn length goes, it's pretty fluid, but generally "long enough for something interesting to happen."

This is also a system where NPCs never roll. (In part because according to Sketch she has shuck bad luck when rolling as a GM that everyone else's plane would acted like the Albian one and then caught fire.)

[X] Start making up lost ground. (2 RPM)
Gentle on the engines but let's us recover from our mistakes.
[X] A banner!
 
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[X] Start making up lost ground. (2 RPM)
[X] A banner!
 
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