Lesbo Jet Fighters Dive Into the Sky Corebook.pdf

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Lesbo Jet Fighters:
Dive into the Sky
An Airplane Girl RPG
Version 1.SomethingorOther
...There, that title should scare off anyone with a sense of shame.
Introduction
What the hell is this about, anyway?
Dive into the Sky is a tabletop roleplaying game in which characters are based upon the “Mecha
Musume,” or just “Mecha Girl” phenomenon in Japan. Essentially, characters are cute
anthropomorphisms of military vehicles. They're (usually) female, and have some aspects of an
aircraft, tank, or boat grafted onto them. They also often dress in uniform. So, this is at least as niche
as the Maid RPG, as anyone who'd want to play this is either a really big jet nerd, or likes girls with
airplane parts.
DitS is a rules-light system, intended to play relatively quickly and leave plenty of room for
roleplaying. What can I say, I just prefer things that way. I've at least attempted to emulate dogfights,
in a very vague manner, but will probably develop some optional rules to add a bit more crunch to
midair battles. An actual session shouldn't just be fighting, and would hopefully focus on military slice
of life events and downtime at the base as well.
The two biggest influences for this game are arcade flight sims, most notably the Ace Combat series,
and the “Strike Witches” anime, which is about the only property to depict mecha musume that isn't
just artwork. So, that's why there are several kinds of aces, giant flying fortresses and superweapons,
or whatever else. At the moment, things are a bit cobbled-together and unpolished, but this micro-
edition was made in a week as a challenge. The default setting probably won't be purely based upon
Strike Witches or Ace Combat. Weapons don't have any individual effects or rules, so it's just a bit of
flavor to say how your character attacks things.
Character Creation
Stats
Characters are defined by a number of stats, which determine different aspects of their performance.
The stats and their basic descriptions are:
Attack: A character's ability to engage enemy targets. Covers attacking with weapons, and
acquiring targets at range. Doesn't care whether they're ground or air targets.
Mobility: A character's overall agility. Covers the ability to make sharp turns, stop suddenly,
and otherwise maneuver on the air, as well as general coordination and agility.
Wits: Measures a character's ability to think on their feet. Covers things like outsmarting an
enemy with some creative trick, convincing people to do what you want, solving all the math
that's technically involved in flying, and other feats of mental agility.
Speed: How fast you can move. Roll this for outrunning or chasing down enemies, making
quick flybys (and buzzing the control tower), rushing from place to place, or for reacting really
quickly to a surprise or event.
Defense: Your armor, shields and general defensive ability. Can be used as a last-ditch to stop
damage, block with a melee weapon, or stop some projectiles.
Characters have 9 points to distribute amongst their stats, which all start at 1 and can be raised up to 5.
Archetypes
Each character has two archetypes: an Ace Style, which determines how they gain Ace Points, and a
general character archetype which determines how they earn Friendship Points. Both archetypes say
something about how the character tends to behave. Select one of each that appeals to you.
Ace Styles :
1. Knight: You live for honor and pride. You might have a personal code of honor, or refuse to
attack disabled enemies or targets that can't fight back.
2. Soldier: You can read the tide of battle. You're a consummate soldier, who sees their mission
and the war as very important, and knows exactly how far to go to achieve your goals.
3. Mercenary: You seek strength. Maybe you feel driven to better yourself at any cost. Maybe
anyone who can't defend themselves deserves to be taken down. Or, maybe you're just in it for
the money, and even helpless targets can bring in the cash.
4. Cool: You always keep a cool head, especially in combat. This doesn't mean you're
emotionless, just that you're level-headed and your emotions rarely get the better of you.
5. Hotblooded: You burn with passion. You're impulsive, and tend to shoot first and ask questions
later, or fly in at full speed with a rebel yell, no matter the odds.
6. Top Gun: You're smooth, skilled, and can turn the tide of battle single-handedly. Allies tend to
respect you and enemies tend to fear you. Maybe this has gone to your head, and you're
arrogant, or tend to show off, or maybe you're humble about your achievements.
7. Veteran: You've seen many battles already. You're probably a bit older than the other characters,
but you have the experience that comes with age. You know your limits intimately, and added a
few dirty tricks to the book.
Character Archetypes :
1. Tsundere: You're a bit unsure of your own feelings, and tend to have trouble expressing
yourself. This tends to result in treating even people you like rather harshly. Maybe you take
time to warm up to other people, or maybe you're just in denial.
2. Bottle Fairy: You're fun-loving, like to party, and if you're old enough, you like to drink, too.
You tend to be cheerful and enjoy being around cheerful people. Probably, you'll try to cheer
others up. Might be a bit of a prankster or a tease.
3. Heroine: A rather straight-up protagonist type. Earnest, maybe a bit of an idealist. Maybe a bit
headstrong, too.
4. Older sister: Whether or not you actually have a younger sibling, you act like you do. Either
you're a “big sis” for other members on your team, or you really do have a younger sibling
somewhere. If you actually have a relative, they could be anywhere from another PC (if their
player agrees), to a civilian living nearby, to dead.
5. Mentor: You tend to like taking other people under your wing. You sort of help and teach
others, either by example, or by giving them training.
6. Sexy: You're attractive, and you know it. Whether this means flaunting natural charms, or just
acting a certain way is up to you.
7. Bravado: You're boisterous, loud, and boastful. You tend to enjoy yourself and probably get
along with anyone else who does the same. You're often informal, possibly to the chagrin of
your more military-minded peers.
8. Rookie: You're fresh meat. You probably only joined recently, and may be unsure of yourself.
Or, maybe you're full of naive ideals and other such notions your older peers may frown upon.
9. Prankster: You enjoy joking around. Specifically, playing practical jokes on your peers. You're
also the sort who'd buzz the control tower.
10. Shy: You're shy. You tend to be quiet around people you don't know, and may take time to
warm up to groups.
After both Archetypes are selected, make note of your character's derived values and other statistics.
Stamina measures their ability to keep up in a dogfight, and is the sum of their Mobility, Wits, and
Defense, times two.
All characters start able to take two hits.
Characters start with one Ace Point and one Friendship Point, and may have a maximum of 10 at any
given time.
Variation note : If one wants some quick rules for tank musume, just replace the Air-to-Air and Air-to-
Ground stats with Surface-to-Air and Ground Combat stats.
Weapons:
Weaponry falls into a few broad categories, rather than specific stats for every single gun you could
invent for a character to carry. When selecting a weapon, select a type from the list below to describe
your weapon's basic attributes or attack method, but feel free to describe the weapon itself as per the
feel of the setting. A rifle could be anything from a .50 caliber sniper rifle to a laser weapon, for
example.
Auto-Fire: Machine guns, autocannons, anything that can handle a sustained rate of fire for long
periods. Provide a +1 to +3 bonus to Stamina damage, but bonuses larger than +2 prevent you
from splitting your dice to attack multiple targets.
Spray and pray tactics provide a +2 to hit for 2 rounds of sustained fire, but the weapon has
to “cool down” for a round after being fired in such a manner.
Rifles: Single-shot bolt-action or semi-automatic rifles. Often sniper weapons. Provide a +4 to
hit and stamina damage if aimed for a turn before firing.
Missiles: Homing projectiles launched at targets. They do +3 to +5 bonuses to Stamina
damage, but have limited ammo and can be dodged with a Mobility vs. Air-to-Air check, at the
cost of the target breaking away and probably losing whoever they were gunning for. They
cannot be used at really close range, but this is mostly a GM call.
Longer-range multi lock missiles allow a character to split their pools, and are at +4 to hit,
but are much easier to dodge if fired at closer ranges.
Melee weapons: Close-range combat weapons, from knives to swords to lances, to whatever
else your GM says is acceptable. May also include short-range pistols. Succeeding by a
significant margin (3 or more) allows you to make a second attack. Can only be used against
large enemies or ground targets if you describe your action really well and make a Mobility
check to get close enough. Or if it'd be cool.
Note: Melee weapon attacks are made using (Wits + Mobility)/2.
Pistols: Short-range hand weapons that are only accurate in short distances. Provide a +2 to hit
if within around 30 feet of an enemy, who is at -2 to evade it due to the short range.
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