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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Yeah, as I understand the system (i.e. poorly), I think we can take that just fine right now, especially with this little race left.
 
It is ok just one wear
We should be able to take that. We might even be able to take the worst-case result of running full throttle on the next leg as well with out suffering flameout.

It does mean that that engine (probably the Beast) is going to be rolling an additional die for the rest of the race. On the other hand, theres' only one more leg to the race. And on the gripping hand, needing to do repairs to the engines after flights was pretty normal for this time period.
 
We should be able to take that. We might even be able to take the worst-case result of running full throttle on the next leg as well with out suffering flameout.

It does mean that that engine (probably the Beast) is going to be rolling an additional die for the rest of the race. On the other hand, theres' only one more leg to the race. And on the gripping hand, needing to do repairs to the engines after flights was pretty normal for this time period.

We do still have the reroll, don't we?
 
We do still have the reroll

Do you think we should use it here? Accumulated wear and future rolls are only going to get worse, fast, and we only have so many rolls left before the race is over and the reroll is wasted. On the other hand, we only failed on a single roll, and might instead want to wait for if we get a worse roll. On the third hand, rerolling gets less effective the more difficult the roll is.
 
Remind me, does the reroll hit...

...all dice (for one or both engines)? Probably not but if so we should definitely not use it.

...only one die? Might as well use it now then.

...all failed dice for one engine? Then it's a tough call but my instinct would be to go for it. There's about a 38.5% chance (if my math is right) that at least one of our engines gets 2+ failures on three dice for the next (and I think last?) leg of the trip. That means there's a >60% chance we'll never have a better time to use this reroll than right now, and that's even leaving aside the (not calculated but I'm pretty sure it's significant) increase to our overall failure chances from the extra Wear die. And of course if we have to accumulate 3 wear before breaking down things get even better for plan "use it now."

...all failed dice for both engines? I haven't done the math but I'm pretty sure we should save it then, given how close a call it is for the one-engine case.
 
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3-12
You angled the nose along the path of the rail line and, finally, finally, pushed the throttle all the way open. The two little engines screamed and roared, and The Beast coughed and sputtered a moment, but then you felt the acceleration push you gently into your seat and marveled as the needle crossed one-eighty. A train heading your direction under you looked like it was standing still. In that moment, you were the fastest thing in the sky.

You ran the engines hard until you could see the city and rail signs confirmed it, then you dropped back to give them a chance to cool off. You scowled a bit when you noticed a few scattered tiny dots within a few kilometers ahead of you. The closest looked like the Otrusia machine, that three-engined Guasti design you thought had fallen behind over the channel. Either you were farther behind than you thought, or that thing had some endurance.

Unsurprisingly, you also spotted a small shape of Coralie's plane, once again ahead of you. She probably took the straight line course. There was at least one other tiny little dot somewhere ahead of you. Probably the Caspian.

There was nothing for it. The landing field was on the other side of the city. Whoever got there first would win. You grinned and cranked the throttle to full again.

Roll 3d10 for the main engine, and 4d10 for THE BEAST.
 
Decent rolls, notwithstanding two twos, but this late the main engine can take a wear. The beast worries me though especially since I believe that 3 means another wear...

@open_sketchbook how does the reroll work- is it all dice then the higher, some of the dice, or something else?
 
Assuming my math is right there's about an 18% chance that things get worse if we reroll the Beast's results (assuming 4s count as failures, which I'm not 100% clear on here), so unless we're very confident that the Beast will be fine at 3 Wear, we should probably go ahead and reroll those dice.
 
This is incredibly stressful.

I have no idea how to gauge 23 out of max 40. 19 out of max 30 is clearly pretty good.

What do we actually need to win? I'm not sure what these rolls are really for.
 
I have no idea how to gauge 23 out of max 40. 19 out of max 30 is clearly pretty good.
Average on a d10 is 5.5, so average for 4d10 is 22. 23 is ever so slightly above average...

... But if we want to win, it's all or nothing. So the re-roll is worth it; we've already proven the basic viability just making it this far, now the question is if we'll get the extra prestige of taking the prize.
 
This is incredibly stressful.

I have no idea how to gauge 23 out of max 40. 19 out of max 30 is clearly pretty good.

What do we actually need to win? I'm not sure what these rolls are really for.

Average on a d10 is 5.5, so average for 4d10 is 22. 23 is ever so slightly above average...

... But if we want to win, it's all or nothing. So the re-roll is worth it; we've already proven the basic viability just making it this far, now the question is if we'll get the extra prestige of taking the prize.

The totals don't actually matter. For every die which gets a number less than (or equal to?) the number of dice rolled for that pool (so 4 for the Beast, 3 for the other engine), the engine in question takes one Wear. So it's a binary pass-fail thing.

EDIT: Yeah, just double-checked the rules, equal counts. So any results of 4 or lower are failures, while results of 5 or higher are not; each failure inflicts 1 Wear, and since this is the last leg, all we care about is keeping our Wear low enough to not blow out an engine. As I mentioned above, I calculate the chances of getting 3+ failures on 4 dice to be ~18% (though if someone wants to confirm that I would appreciate it, my math could be wrong), so we have very little reason not to use the reroll.
 
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The totals don't actually matter. For every die which gets a number less than (or equal to?) the number of dice rolled for that pool (so 4 for the Beast, 3 for the other engine), the engine in question takes one Wear. So it's a binary pass-fail thing.

In that case reroll on the Beast is probably necessary.
 
What information do we have on how much wear the engines (and in particular the Beast) can take? Because if 3 is still ok, then I don't think a better result would change a lot (unless we need to roll one more wear at landing) while a worse roll, if unlikely, could cause things to go very badly. (From the rules: "An Engine takes Wear equal to the damage, advancing the Wear track. When the engine hits the black line, it dies, and when it hits the black box, it catches fire." Which means there's no benefit in a lower than already passing amount of wear, except for better margins for later rolls, but the possibility of a higher amount of wear is dangerous).

I don't recall having any information on how much wear the engine can take, so essentially, we have to decide if 3 wear is too dangerous for the engine and try at a reroll, or if it's still ok and not risk getting a worse roll.

The rules link
for engine cards (how much wear they can take), and it looks like a normal engine can take 4 wear before dying. The only question then is (if we trust that), do we assume the Beast being temperamental just means harder rolls or also that it started with one wear/takes one less wear before dying?
 
[returns from two-day Internet outage]

Ah good, my researched omake based on Paris during La Belle Epoque is still fresh! :)
 
A lot depends on whether 3 wear is "this is a problem for when we land" vs "the engine might sieze up on us" vs "the engine immediately explodes in our face." Bluntly speaking I don't have the faintest idea.
 
3 wear means that this is a problem for the mechanics. We don't need to spend the reroll.

~18% chance we do worse, ~47% we do better, and ~34% we do the same.

Even with a small wear clock, 3 total wear shouldn't put us at "The engine seizes and dies." Four or five might, and I don't want to find that out in the air on the last leg.
 
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